2GWW
Legendary Creature - Human Warrior
Other creatures you control get +1/+1.
Whenever a land enters the battlefield under your control, create a 1/1 white Human Warrior creature token.
2/3
Great signpost for a tokens archetype. Maybe 1 mana expensive, but really solid.
Tergrid's Shadow is a 5 mana version of Barter in Blood, but is instant speed and has foretell. Is anyone who's playing Barter in Blood considering swapping (or playing both)?
I changed Barter in blood with Feast of Succesion.
Shepherd of the Cosmos 4WW
Creature - Angel Warrior
Flying
When “Shepherd of the Cosmos” enters the battlefield, return target permanent each with converted mana cost 2 or less from your graveyard to the battlefield.
Foretell {3}{w} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
3/3
Basalt Ravager 3R
Creature - Giant Wizard
When Basalt Ravager enters the battlefield, it deals X damage to any target, where X is the greatest number of ceatures you control that have a creature type in common.
4/2
I like it, probably borderline, but Wizards, Goblins, Humans, Warriors... Are tribes easy to assemble to have here a payoff for them. Maybe winmore?
Foretell - does this really do anything for us? If it's the only foretell card in your cube, they know what it is, even face down. Is it really worth taking two turns to cast our removal?
Behold the multiverse is another sweet option to add, and we have to discover all the spoilers yet. At least, is an interesting mechanic that offers choices in a tribal set, something that usually is not good enough for cubes. Who knows, but I like both, Behold and Ravenform. If we run Abrade, Goblin Cratermaker, Beast Within or Feed the Swarm... This could be another good addition.
I played uncommon duals when I started my C/Ube. The more I read opinions, the more I liked the idea to help aggro with better lands that entered untapped. So I changed Gates and Gainlands.
First, I tried with full cycles: Painlands and Checklands for everybody, also Prismatic vista and Fabled Passage. There are still Vivids and now Thriving lands instead of Trilands, but aggro had untapped lands, at least.
Games were good for aggro, but I like to read and read about the format, what I should run to improve my decks, learning about what matters or not if you play aggro, midrange or control, and finally, I recently changed my lands again. And the solution was to give each guild the appropriated land. Control had good options to cast Counterspell on T2 with a Painland, but will suffer against aggro with those pesky lifes to pay the colored mana. Also, a Checkland doesn't help too much if your first land was a Painland, for example.
So I gave each deck better lands for what the guild does. For example, all guilds now have shocklands. You may decide to play them tapped or untapped, so you are taking decisions, what is good and fun. And for control decks this only represents two lifes IF THEY WANT and not 3, 4 lifes if that was a Painland. Now Checklnds have more sense, but I opted to give my Blue (control) decks, also Temples and Bicycle lands from Amonkhet. You know, they enter tapped but you gain the opportunity to filter some draws, more decisions for colors that doesn't matter if they are a bit slow but gain some advantage later. And if it's late game you even can cycle them (Fetid Pools) to draw another thing. I don't have an izzet Bicycle land so I play with the UR canopy, Fiery Islet. Izzet plays midrange, tempo oriented, so you can change that land for a card if you need gas.
Boros and Rakdos have only lands to play fast. Well, shocklands, fastlands and canopy or painlands.
And midrange decks play with some mix, sometimes Temples, bicycles, checklands, even bouncelands in green...
I need more drafts to test these changes, because the pandemia doesn't allow me to play so much, but I think these lands should be a good addition for the games. I don't have a designer vision where I only have to play with uncommon tapped lands for cohesive / aesthetic reasons with a grey symbol on them.
I play Peasant for budget reasons, and many of these rare lands are proxies, to test them. Some fastlands and shocks are really expensive, but temples, painlands and bicycles not so much. I started with a Pauper cube but the lack of good payoffs in my guilds made me migrate to Peasant and I'm so happy with this change that I didn't look back. So, why not improve my decks with better lands when Wizards is making many of them Rares for monetary reasons?? I have it clear.
If someone doesn't like the monarch ability of Fall from Favor or Feast of Succesion, delete that mechanic from those cards. But to say, "I pass" on the best wrath we have in black seems hard.
Also I like Frenzied Saddlebrute and should run it. But maybe Rite of the Raging Storm is better. The problem with Rite, in my opinion, is that you are playing a cmc 5 that doesn't do anything. Yes, probably will give you the match, the card is good for midrange, control, aristocrats... but it doesn't have a big impact as it arrives.
This is true. As more and more good legendary creatures enter my Cube, Iwamori becomes less relevant, and with Commander Legends bringing maybe 5 new legendaries... I will have to cross fingers each time I'll play Iwamori.
The same with Cast Down. I'll be looking at these two cards to see if they are becoming unplayed.
Annoyed Altisaur] is a wonderful common to consider. Good body, two relevant keywords to attack and defend, and then Cascade to get even more value.
The "bad" thing, this only is a payoff for ramp decks, not so good to reanimate because Cascade in on cast, not an ETB ability.
Other considerations: you may cascade into a mana dork, or a ramp spell, so you don't get all the possible value. Your good payoffs probably cost seven mana (at six I only run Hooting Mandrills and Great Oak Guardian) but at least, you did something and removed from the deck a not so usefull spell at that point of the game. If you cascade into a mana dork could be nice to dodge edicts But if you cascade into a Ridgescale Tusker, Arborback Stomper, Acidic Slime or Charging Monstrosaur... Oh, boy.
I really like this guy, but it has a tougher competition in green at seven mana.
Battlefield Raptor looks good for +1+1 counters and equipments. I like it more than Healer's Hawk.
Maja, Bretagard Protector
2GWW
Legendary Creature - Human Warrior
Other creatures you control get +1/+1.
Whenever a land enters the battlefield under your control, create a 1/1 white Human Warrior creature token.
2/3
Great signpost for a tokens archetype. Maybe 1 mana expensive, but really solid.
My top:
1.Usher of the Fallen
2. Skymarcher Aspirant
3. Dauntless Bodyguard
4. Dryad Militant
5. Venerable Knight
6. Mardu Woe-Reaper
5th and 6th are similar for me, but a +1 counter is more valuable and there several playable knights in Peasant Cube.
I changed Barter in blood with Feast of Succesion.
Shepherd of the Cosmos
Shepherd of the Cosmos 4WW
Creature - Angel Warrior
Flying
When “Shepherd of the Cosmos” enters the battlefield, return target permanent each with converted mana cost 2 or less from your graveyard to the battlefield.
Foretell {3}{w} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
3/3
Our Sun Titan?
Basalt Ravager
Basalt Ravager 3R
Creature - Giant Wizard
When Basalt Ravager enters the battlefield, it deals X damage to any target, where X is the greatest number of ceatures you control that have a creature type in common.
4/2
I like it, probably borderline, but Wizards, Goblins, Humans, Warriors... Are tribes easy to assemble to have here a payoff for them. Maybe winmore?
I think Neutralize is the best one, and the second, Sinister Sabotage.
Behold the multiverse is another sweet option to add, and we have to discover all the spoilers yet. At least, is an interesting mechanic that offers choices in a tribal set, something that usually is not good enough for cubes. Who knows, but I like both, Behold and Ravenform. If we run Abrade, Goblin Cratermaker, Beast Within or Feed the Swarm... This could be another good addition.
I don't know if Binding the Old Gods is better than Putrefy or Status/Statue, being a sorcery but with more effects.
Koll,the Forgemaster seems decent for boros equipments / auras.
Fetcheable dual lands at common, with Into the north, Farseek, Three Visits or Nature's Lore or Wood Elves.
There are not great cards yet, but here is a little piece I like:
Rampage of the Valkyries
3WB
Enchantment
When Rampage of the Valkyries enters the battlefield, create a 4/4 white Angel token with flying and vigilance.
Whenever an angel you control dies each other player sacrifices a creature.
__________________
Warchanter Skald
2W
Creature - Dwarf Cleric
Whenever Warchanter Shield becomes tapped, if it's enchanted or equipped, create a 2/1 red Dwarf Berserker creature token.
2/3
First, I tried with full cycles: Painlands and Checklands for everybody, also Prismatic vista and Fabled Passage. There are still Vivids and now Thriving lands instead of Trilands, but aggro had untapped lands, at least.
Games were good for aggro, but I like to read and read about the format, what I should run to improve my decks, learning about what matters or not if you play aggro, midrange or control, and finally, I recently changed my lands again. And the solution was to give each guild the appropriated land. Control had good options to cast Counterspell on T2 with a Painland, but will suffer against aggro with those pesky lifes to pay the colored mana. Also, a Checkland doesn't help too much if your first land was a Painland, for example.
So I gave each deck better lands for what the guild does. For example, all guilds now have shocklands. You may decide to play them tapped or untapped, so you are taking decisions, what is good and fun. And for control decks this only represents two lifes IF THEY WANT and not 3, 4 lifes if that was a Painland. Now Checklnds have more sense, but I opted to give my Blue (control) decks, also Temples and Bicycle lands from Amonkhet. You know, they enter tapped but you gain the opportunity to filter some draws, more decisions for colors that doesn't matter if they are a bit slow but gain some advantage later. And if it's late game you even can cycle them (Fetid Pools) to draw another thing. I don't have an izzet Bicycle land so I play with the UR canopy, Fiery Islet. Izzet plays midrange, tempo oriented, so you can change that land for a card if you need gas.
Boros and Rakdos have only lands to play fast. Well, shocklands, fastlands and canopy or painlands.
And midrange decks play with some mix, sometimes Temples, bicycles, checklands, even bouncelands in green...
I need more drafts to test these changes, because the pandemia doesn't allow me to play so much, but I think these lands should be a good addition for the games. I don't have a designer vision where I only have to play with uncommon tapped lands for cohesive / aesthetic reasons with a grey symbol on them.
I play Peasant for budget reasons, and many of these rare lands are proxies, to test them. Some fastlands and shocks are really expensive, but temples, painlands and bicycles not so much. I started with a Pauper cube but the lack of good payoffs in my guilds made me migrate to Peasant and I'm so happy with this change that I didn't look back. So, why not improve my decks with better lands when Wizards is making many of them Rares for monetary reasons?? I have it clear.
I will run:
Prava of the Steel Legion
Slaughter the Strong
Halana, Kessig Ranger
Coastline Marauders
Gilt-Leaf Winnover
Fall from favor
Feast if Succesion
Reyav, Master Smith
I have douts with Araumi of the Dead Tide for my dimir section and Kangee, Sky Warden for azorius. I'm not sure if they are better than what I have now.
Also I like Frenzied Saddlebrute and should run it. But maybe Rite of the Raging Storm is better. The problem with Rite, in my opinion, is that you are playing a cmc 5 that doesn't do anything. Yes, probably will give you the match, the card is good for midrange, control, aristocrats... but it doesn't have a big impact as it arrives.
This is true. As more and more good legendary creatures enter my Cube, Iwamori becomes less relevant, and with Commander Legends bringing maybe 5 new legendaries... I will have to cross fingers each time I'll play Iwamori.
The same with Cast Down. I'll be looking at these two cards to see if they are becoming unplayed.
The "bad" thing, this only is a payoff for ramp decks, not so good to reanimate because Cascade in on cast, not an ETB ability.
Other considerations: you may cascade into a mana dork, or a ramp spell, so you don't get all the possible value. Your good payoffs probably cost seven mana (at six I only run Hooting Mandrills and Great Oak Guardian) but at least, you did something and removed from the deck a not so usefull spell at that point of the game. If you cascade into a mana dork could be nice to dodge edicts
I really like this guy, but it has a tougher competition in green at seven mana.