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  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    I think that Glen Elendra Archmage is superior to voidmage, its not terrible tho...
    Yeah, the Archmage is sickly good. Spot removal doesn't kill it in one shot, it flies and it can possibly counter twice. It's even splashable.
    Posted in: Cube Lists
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    Usually when you are playing control you won't play him on turn 2 because
    a) He won't survive until your next turn
    b) You want to counter things if needed be.
    If you want to play it later, you'll need three open blue mana and still most of the time he'll counter the removal pointed at him and not the real target. 2/1 for UU is not really threatening either.
    Posted in: Cube Lists
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    * I wouldn't cut Form of the Dragon. It has won a few games on it's own here and is a feared card that often even get's hated out while drafting. Imo it's a worthy inclusion.
    Red right now is probably the in the best place of all the colors: it's open-ended, supporting ramp decks, aggro, land destruction and all sorts of combo decks (Squee, Goblin Nabob, Kiki-Jiki, Mirror Breaker and Sneak Attack are good examples). It's splashable and modular, drafting red you'll never end up with a pile that feels unplayable.
    With that in mind, a card that costs triple red has to be played in red-based decks only. Red-heavy decks tend to be aggro decks anyway most of the time, and ramp decks have trouble with the mana cost and better targets to choose. So yes, it can be supported but I don't want to.


    * Deft Duelist will not pick up any equipments, sadly. He's still very good, i can assure you that. He's a major thorn in the eye for each aggro player and can be played in aggro decks alongside Crusade effects. This is the point where he can get ridiculous. Luckily he's white so all Crusades pump this guy, not only the Anthems.
    Duh, reading the cards you include in your cube is tech. I don't think it's that strong but he's best I don't play yet and will surely be more playable.

    * Rhox Charger is interesting and i can see it's appeal. Perhaps i'll try it. If only the green 4drop wouldn't be as crowded as it is...
    I had the space and I'm willing to try. Most green four-drops cost double green, making them unsplashable. Rhox Charger seems worthy of its cost and is splashable.

    I am somewhat surprised by you cutting the Voidmage Prodigy, though.
    Have you had any good experience with it? If so I'll be surprised.

    * Good call on Epochrasite, he flew under my radar so far. Good card, i want one, too.
    With your blink theme he might as well be a 4/4 for :2mana:, and with the never-dying mechanic it's some good.

    Sure, you can cut Crystal shard, but only do so for reasons of not liking artifacts needing a specific color. Because it is so much more powerful than sigil of distinction, regardless of the size of your cube.
    I didn't really cut him, I just moved him to the blue section (I added him there in my update). I do believe I play worse artifacts than Sigil of Distinction (or at least I did before this update).
    On the same note, I personally like Crystal Shard. I think Erratic Portal should be in this cube, but I didn't add him yet because Crystal Shard hadn't made very impressive appearances yet and if I add him now people won't even give it a chance.


    Also, remember that hurricane is direct damage in green, and that really is a big deal. Otherwise a really good update with solid trades of cards all around.
    I'll keep that in mind.

    Thanks you all Smile
    Posted in: Cube Lists
  • posted a message on First pick choices
    If it's not the first pack, Gifts has a greater chance to wheel than Karmic Guide or Reveillark in our cube. Also referring to this pack, it's doesn't seem possible for seven people to find better cards than them here.
    If I know that they'll table though, Gifts + K.Guide is tempting.
    Posted in: The Cube Forum
  • posted a message on Dark horse cards
    Mirri makes the cut in all of our heavy-black decks. It's one of the best creatures her color has to offer. I think it can make the cut in any cube. Cabal Interrogator seems to have potential.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    After a long time during which I tripled my experience with the cube, I finally get the time to update it.

    White:
    Out: Endless Horizons
    In: Miraculous Recovery
    Endless Horizons costs too much and is way too slow to be effective. Mono white (or a deck with large amounts of white cards) tends to be very aggressive, and four mana is just too much for them. I wish to change that a bit, however, and both of the new cards in white aren't aimed for aggro strategies.
    Miraculous Recovery was discussed in the forums a lot lately, and I think it'll help white to be more open-ended.

    Out: Jotun Grunt
    In: Crovax, Ascendant Hero
    Jotun Grunt was used occasionally as a sideboard card, but it is still too narrow. Graveyards don't fill up fast in this cube. Crovax got out of the cube during some point, and it's the time to get him back in.

    Blue:
    I wanted to add in more blue creatures as per suggestions here. I'll probably do it in the next update.

    Out: Voidmage Prodigy
    In: Kira, Great Glass Spinner
    The wizard didn't unmorph even once. Kira seems to be a playable blue three drop with a useful effect.

    Out: Sea Drake
    In: Wonder
    I wanted to make this change a long time. Sea drake didn't fit its color well; Wonder is a defensive four-drop that's easily discardable in its color.

    Out: Faerie Trickery
    In: Future Sight
    I must admit that without the continuous praising of the cards by pretty much every cube owner here I wouldn't have even considered it. Here we probably underrate it, but I'm going to try anyway. Faerie Trickery costs much for a counter. For this cost, it should better be all-upside and strictly better than Cancel.

    Out: Mystical Teachings
    In: Crystal Shard
    Crystal shard proved to be unplayable in non-blue deck so it moved to the blue section. MysticalTeaching costs too much and isn't very interesting.

    Black:
    Out: Zombify
    In: Diabolic Servitude
    Pure upgrade?

    Out: Skittering Skirge
    In: Phyrexian Rager
    Skittering Skirge just underperformed each time. I wish I could've said that it is because black is so aggressive (it's not, and IMO it's too controllish right now) but it underperformed in control decks, and that's a sign it should get out. Phyrexian Rager should fill its curve slot well for all kinds of black decks as a cantripping 3 drop.

    Out: Order of the Ebon Hand
    In: Twisted Abomination
    Following the white knight that got kicked before it, Order of the Ebon hand lost it's spot because of the redundancy in the 3 "pump knighs". It was played only by mono-black decks anyway, so it's not a great loss. The Abomination is a card planted for reanimation decks, as a self-cycler fattie that helps overcome mana problems.

    Red:
    Out: Urza's Rage
    In: Resounding Thunder
    This change was discussed here recently, and I agree that Resounding Thunder has a realistic chance to get cycled, unlike Urza's unwelcoming emotion. The "cannot be countered" part is not too relevant in our cube, control isn't that powerful that ramp decks cannot reach 8 mana before losing.

    Out: Shock
    In: Arc Lightning
    I think that any deck who ever played shock would have preffered Arc Lightning instead.

    Out: Brute Force
    In: Starstorm
    Another cube staple finally getting in. Brute Force is outclassed by all the burn spells in it's color.

    Out: Form of the Dragon
    In: Crater Hellion
    Form of the Dragon didn't have enough support in red. Red is pretty diverse and fun now, so I don't think I need to support it. I play Caldera Hellion, so I can obviously play its big brother.

    Green:
    I've been trying to make ramp decks a top-tier deck. They are certainly playable now but they are not winning enough high places. Last update I added a lot of acceleration, but it still didn't help. This update, I noticed some decks did ramp up mana, but then they didn't have enough quality drops. The drops should be around 4-6. Since I had already pretty much covered my 4th drop most of the changes were adding 5 and 6 drops.

    Out: Ghazban Ogre
    In: Farhaven Elf
    Since green aggro is already thriving and has too many cards, I cut one of the weaker aggressive drops for another accelerator, the only one this update.

    Out: Jade Leech
    In: Rhox Charger
    Upgrade. Green fatties really need their trample (and shroud).

    Out: Hurricane
    In: Arashi, the Sky Asunder
    This is almost an upgrade anyway, as instant speed and uncounterability do make the extra green mana worth it, and especially so if it comes with a fat body with a useful ability.

    Out: Roar of the Wurm
    In: Mycoloth
    Mycoloth was hyped here and Roar of the Wurm underperformed.

    Out: Witherscale Wurm
    In: Weatherseed Treefolk
    Trample. Green fatties need trample, and recursion is nice as a pseudo-shroud. Triple green is intimidating but still probably better than Witherscale Wurm.

    Out: Summoner's Pact
    In: Chord of Calling
    Another upgrade. Chord toturs non-green creatures and put them into play. Again triple green, but convoke will probably make it easily affordable.

    Out: Wren's Run Vanquisher
    In: Stunted Growth
    Vanquisher was a last try of tribal cards. It's failed as all the other did. Stunted Growth is a new direction for midrange decks - big sorceries. Plow Under is very solid, so this could be too. Usually green can replay it for a devastating effect.

    Multicolored:
    Out: Grixis Charm
    In: Crosis's Charm
    Upgrade

    Out: Godhead of Awe
    In: Deft Duelist
    Godhead of Awe is outclassed by the high drops in both of its colors. As more and more time passes I expect fewer avatars to stay in. Deft Duelist would definitely see more play. I'm not hot about it, but it can play a good defender in UW control, and maybe even to go on the offense in a White-wenee based deck, carrying big equipment to victory.

    Out: Safewright Quest
    In: Phantom Nishoba
    Safewrifght Quest is a wasted slot. I waited so much for replacing it because I've tried pretty much all the other W/G cards and they failed (Saffi, Gaddock Teeg, Wilt-Leaf Cavaliers...). I missed this one, so in it goes.

    Artifact:
    Out: Pithing Needle
    In: Epochrasite
    Pithing Needle seems solid because it can hit so many different permanents. In practice though naming Oona isn't going to solve your problems with the 5/5 flier and naming 8.5 tails is card disadvantage, as he got a 2/2 creature for WW. A friend of mine told me long time ago to take it out, he was right all the way.
    Epochrasite seems like a fun card that'll make it to basically all non-aggro decks. It's happy with a blink effect.

    Out: Crucible of Worlds
    In: Triskelavus
    Crucible of Worlds is narrow. It has some sick interactions, but in a big cube the chance you'll draft it + Strip Mine/ Wasteland is slim. In a big cube, those lands may not even be in your pod, so why the hell would anyone pick it unless he already has the aforementioned lands. And still he'd prefer a burn spell if he cannot tutor the combo. Triskelion and Puppet were solid, so perhaps I do have enough space for all three.

    Out: Mox Diamond
    In: Stuffy Doll
    Mox diamond's card disadvantage made it bad. Stuffy Doll is another card aimed for midrange strategies. It can be a lot of fun with red.

    Out: Crystal Shard
    In: Sigil of Distinction
    Crystal shard proved to be unplayable in non-blue decks so it moved to the blue section. Most of the haters of Sigil are small cube owners, so I guess it can make the cut in my cube.

    Lands:
    Out: Shelldock Isle
    In: Riptide Laboratory
    I saw that many extended decks use Riptide Laboratory and in the cube I play all the targets anyway so it's worth a try.
    Posted in: Cube Lists
  • posted a message on Usman's Cube
    Oops, I somehow forgot Stillmoon Cavalier. It's proven to be a top pick, and all kinds of decks play it.
    Posted in: Cube Lists
  • posted a message on Usman's Cube
    I think Unmake should be in instead of Gwyllion Hedge-Mage. It saw a lot of play in our cube.
    Posted in: Cube Lists
  • posted a message on First pick choices
    In our drafts (a big cube) lark and Karmic Guide don't table. If I assume they do, I'd surely take a blue card out of this pack.
    Posted in: The Cube Forum
  • posted a message on First pick choices
    I'd pick Reveillark, as I value splashability very highly in my first pick. Reveillark will usually make the cut no matter what colors am I, or if I draft aggro or control. Taken early, he is open to abuse.
    Posted in: The Cube Forum
  • posted a message on Usman's Cube
    Hell's Thunder replaced Lava Hounds in my cube, and I didn't regret it
    Posted in: Cube Lists
  • posted a message on First pick choices
    Library, not close. I cannot think about a deck that won't include it (it was played very succesfully in aggro decks here) and it doesn't even require you to take any fixing later. It had never lost a game if went unanswered. It's so strong we have a "black list" of people who passed library. Now they know better.
    Jitte is nuts, but not as much. It requires you to have creatures out and damaging, which makes him more situational (sounds funny but true in some decks with few creatures or against them. Still always worth running, of course) and his effect isn't as crippling. Jitte is weaker than Skullclamp in our local opinion, who requires you only to have creatures out there, and yet even it cannot compare to LoA.
    Posted in: The Cube Forum
  • posted a message on stories
    What happened to having to chump block with his soldiers??
    If he hadn't killed his opponent he would have to block with them next turn.
    Posted in: The Cube Forum
  • posted a message on stories
    In a game with two midrange decks one player has the better board position by far, and 30 life due to some lifelinkers. He attacks his opponent with all his creatures, forcing him to chump block them all and leaving him with a lone Mirrari's Wake on the board and one card in hand. At the end of turn he cycled a Decree of Justice for 9 soldiers, which would buy him at least another turn. He draws an irrelevant card. Next turn he topdecked Mirror Entity, activated it to its fullest and attacked for 90 damage for the win.
    Posted in: The Cube Forum
  • posted a message on Which Cube should I "follow"?
    How large do you want your cube to be? I've read all the lists of the large (12+) cubes in this forum, I can recommend you a few if that's what you are looking for
    Posted in: The Cube Forum
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