2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on Unorthodox cards in the cube
    Plus, it makes the games faster. No sideboard = faster play. Faster play = more games. More games = more cube drafting. Drafting cube more is better than drafting cube less, so it just goes to show that: no sideboard = better. :p It's really just about the simple math.

    That's far from true. You cannot change your archetype with your sideboard in drafts, ever. You may tweak your curve a bit but that's it. Actually my "simple math" tells me sideboards = good.

    1) Less cutting in the draft. It feels bad when you send signals carefully and someguy just randomly cuts your card over a playable card in his colors just because he wouldn't play it in his main (whether he should or shouldn't, if he had the sideboarding option he wouldn't cut it).

    2) Less dead cards. You can take out subpar, irrelevant cards. That increases the amount of fun and action in each game.

    3) Connects to number two - Decreases the amount of luck involved and increases the amount of skill needed. Just because your deck has a few subpar cards against another single deck in the draft can lose you the entire event. With sideboards it doesn't happen. Add to that more decisions each game.

    4) More cards see play each draft.

    5) You can undo deckbuilding mistakes partially if you can spot them later.

    I have already said that it forces you to learn the performance of each piece in your deck in each matchup, and the drafting of narrower cards.

    Sideboarding is a fun part of deckbuilding. I don't see them separated. We play a fixed amount of matches, and really sideboarding doesn't take more than three minutes tops.
    Posted in: The Cube Forum
  • posted a message on Underpower of Red
    I'll note most cubes show a much smaller percentage of burn cards than in our cube as well. Burn is always playable, always solid, always splashworthy and always significant. Even three damage for three, if it's on a 2R instant it will see play.
    Posted in: The Cube Forum
  • posted a message on Unorthodox cards in the cube
    I also like sideboards, it lets you cut less cards from other players in the draft and take more risks and narrower cards.

    it'll make you a better limited player.
    If in limited you play with sideboard, knowing how to use it well will make you a better player, and not playing without it. Not that cube is a good practice for regular drafts anyway. I value it as another strategical aspect.
    Sideboard is more than just not playing disenchant effects. It forces you to learn the performance of each card in your deck in different matchups. Masticore in control is great against aggro but sucks against another control deck. You may prefer your 3rd or 4th instant utility spell instead. If you play without sideboards you lose a lot of decisions.
    Posted in: The Cube Forum
  • posted a message on Black's Discard subtheme
    Also, Stunted Growth is pretty sweet. Green discard? Sign me up! There's a few local cubes that have been running this over Plow Under. Thoughts?

    There's no way I'd take Plow Under out of my cube.
    Posted in: The Cube Forum
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    I was reminded by Manaplasm in another thread so I wrote it down in my Top Contenders section. Prolly instead of Elvish Visionary, but I'm willing to let it see some play first.
    Posted in: Cube Lists
  • posted a message on wtwlf123's Classic Cube
    How different is your cube from regular cubes? It seems anything that we can learn about the cards for regular cubes doesn't hold true for this one.
    Posted in: Cube Lists
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    For the same reason I'm arguing with someone that thinks Mox Diamond is bad.
    You shouldn't. It won't develop anywhere.

    If we're already talking about Jace, how do you usually play him? Do you just milk him for as many cards as possible via the second ability.
    Posted in: Cube Lists
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    In a nutshell:

    Shelldock Isle is good in a large cube (which you have) but it may not make the cut for cubes that are <550 cards.
    The land CIPT, and has a hard condition to just drawing a card, and in that condition you are winning anyway.

    Willbender has never been worse than a 3 for 1! I love this card.
    Has been barely better than a 2/2 for 3. Hard to find the time to put it, not so easy to activate it, doesn't deal with enough.

    Chrome Mox... not as good as Mox Diamond but still great.
    Discarding a card is a harsh drawback, and most decks cannot afford it for a mere acceleration of 1 (and it doesn't even fix all the time)

    Memory Jar is a colorless draw 7. Period.
    As much as it helps you in the discard, it helps your opponent, it costs a lot, is slow and never seems useful.

    Jace Beleren is one of the best planeswalkers. I heard drawing cards is good? IDK. What... what..? what.
    Playing it turn three is almost always just to cycle. He's clearly the worst planeswalker in my cube, and in limited.

    And Mox Diamond... P1P1 95%+ of the time. One of the 15 or 20 best cards in the cube.
    You realise the number is decreasing constantly? Once you said it was top 5, then 8-9, now 15-20...

    Why do I bother arguing with the guy who says Suntail Hawk is better than Isamaru?
    Posted in: Cube Lists
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    Chrome Mox on the other hand is kinda bad if you are not playing some extremely aggro deck. Losing a spell sucks a lot more than losing a land and Chrome Mox doesn't fix colors. While he gets drafted, i have often seen him in the sideboard.
    That's kinda what I was saying. The card isn't very strong, so it's a bad example.

    I'm not sure I saw anyone claim Isle is degenerate...it is, however, a GREAT card in 40-card formats, especially when you get to cast Cube cards for free off of it.
    I won't start this again.

    I've been a little surprised by your card evaluations, and I wonder honestly what causes those opinions. Is it your playgroup, your cube experience, your M:tG experience...I'm trying to figure it out. It seems there are a lot of cards you discount, even though I think your cube is on the large side (correct me if I'm wrong, I'm not looking at your list while i type this)
    My cube is 720 cards. About the card evaluations, I'd like to think at least some of them are right... They are affected by all of what you say of course, but will you be able to figure it out? My last few discounted cards were: Shelldock Isle, Willbender, Chrome Mox, Memory Jar, Jace (kinda recounted, though), Mox Diamond (again, this may not count)
    I don't think the fact that my cube is powered changes the whole issue, because my cube is large and still the moxen aren't first picks. Aether Vial, however is a first pick. Sol Ring is obviously first pick, Black Lotus is 1-2, Grim Monolith and Mana Vault can sometimes table, Ancient Tomb tables easily...

    Shelldock Isle is excellent. I'm glad I added it. I'm planning on adding a Horizon Canopy as a small boost for green/white too, speaking of lands.
    Horizon Canopy is great in my cube. I wait for the day the whole cycle will come out, I will add it for sure.
    Posted in: Cube Lists
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    Quote from wtwlf123 »
    That is in my top FIVE overall pics. Did it get cut because it was too good? The Diamond has been outstanding in our cube.

    That's the most blunt exaggeration I've heard for some time (even more than Shelldock Isle being degenerate). Regular moxen are never first pick, so this could safely be later.
    But it's a fair point about Chrome Mox. I guess I was just used to see it. I think I'll replace it with Mox Diamond next update.

    Quote from wtwlf123 »
    Even if you can't return the lands... you answered your own question. It accelerates you by 1. One mana of any color mind you. So, in an aggro deck, you play your 2 drop on T1, your 3 drop on T2... I fail to see how this card isn't busted. Just because you have to pitch a land? IMO it's even better than Chrome Mox because with the Chrome, you're losing gas, not land.

    Chrome Mox is a bad example IMO. It easily tables and doesn't always make a deck. Losing a card is almost never worth the acceleration, that's why even Black Lotus isn't among the top five cards. And really, why would you pass a bomb/removal/good creature for this?

    Quote from bondafong »
    I don't have time to make the excact calculation here (i'm on work), but a 17 land 40 card deck is about the same as a 24 land 60 card deck.

    Can you write it down please? I do believe you, but I always thought the higher percentage was intentional.
    Posted in: Cube Lists
  • posted a message on Red X-burnspells
    How often do you cast it on a creature though? It does happen, but much more rarely.
    Interesting enough, decks in my don't have a problem reaching hellbent, but do have a problem reaching threshold, which seems opposite to your cubes.
    Posted in: The Cube Forum
  • posted a message on Usman's Cube
    My cube is one of the few cube where players complain that aggro is too powerful and control is too weak (in the beginning it was, and now it became a kind of a regular joke, but still aggro wins most of the drafts). You may want to look at my list. I can help you more if narrow the problems down. Which cards/situations give aggro hard time? Do you have curve problem? If you feel like aggro is really lacking you may want to fundamentally change some colors in your cube, I'm not sure your players will like that.
    Sometimes, the problem is that the players don't want to draft aggro. We have a wide enough pool of drafters that every archetype is being drafted (I mean literally, I can't think of a single archetype that hasn't been drafted), but it was a major problem in the beginning. What to do? Talk with them about it, I'm sure someone will volunteer to try. One successful deck is really all what's needed to change the draft habits.

    The 5-color cycle has been working well. Ethersworn Adjudicator has been very good.
    Good to hear. I've just included it, but it does seem good on paper.

    I haven't been impressed by Yawgmoth's Bargain. Orim's Thunder will likely replace Soltari Guerillas.
    Bargain was solid for us, in the control vs. midrange or control vs. control.

    Quote from Ammo187 »
    Usman, if you look at my cube list, you can see a lot of cards that make aggro very viable. My blue/white control deck lost to suicide black (yes, really) the other day. Also, in Berlin, we did a 9-man cube draft and the guy who drafted mono white weenie went 8-0. I personally prefer to play control, but aggro is definitely very viable in my cube.

    Yea, for some reason WW was exceptionally good in my cube. It is constantly the underdog in testing, but it had three drafts unmatched, and now some players even consider it the best archetype in my cube Rolleyes There are some curves which just cannot be beaten (and somehow they just manage to draft ALL the relatively few white removals together)
    Posted in: Cube Lists
  • posted a message on [720][Powered][Conspiracy]Metamind's Cube
    Quote from Aznopium »
    Call the Skybreaker is solid. i got wrecked by it. (a few retraces and it is time to scoop it up)

    I've never heard anything bad about it (except for it's art), and that's a sign of a good card.
    Azorious Guildmage is good, but it really is just a white card in disguise. Augustin is solid, and after that everything is quite bad. U is a bad color at multicolored.

    I agree with Kenny's thoughts about Memory Jar. It has a lot of potential, that's why it's still in there for now, but if nothing changes it'll get cut next update.
    Posted in: Cube Lists
  • To post a comment, please or register a new account.