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  • 1

    posted a message on This or That discussion.
    Unexpectedly Absent, and by a lot, IMO. Soul Partition did not play well for us at all, and Absent has been consistently great. I don't want to be playing a card disadvantage removal spell that can't even permanently remove the card I'm targeting.
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on [REX][CUBE] Spitting Dilophosaurus
    I don't agree with that assessment :p
    Posted in: Cube Card and Archetype Discussion
  • 4

    posted a message on [540][Powered] wtwlf123's Cube
    Here's a crosspost from my CubeCobra blog that discusses my thoughts on the increase to 630:

    ..........

    For those that have been following my content for years, you know that big shakeups in my cube are not something I’m afraid to do. I’ve run every size from 360 to 720, and have experimented with a lot of different archetypes and structural arrangements. I aim to find the best environment I can cultivate for my playgroup, regardless of what that takes to achieve.

    In recent months, I had been observing a few things while drafting my cube that I wasn’t 100% happy with, but was unsure of how to go about solving the issues. Overall, the list still played great, and didn’t require any major changes to run smoothly, but I wanted to run some thought exercises to see if I could make some adjustments and see if it would improve gameplay overall.

    The issues:

    1. I wanted to reduce the density of 3+ color cards and 3+ color mana fixing. Decks were often deep into 3 or more colors, and it didn’t take much discipline to draft functional manabases to make them work. I want those decks to be draftable and competitive, but I want it to require effort to assemble them. But I really like the tri-lands and the 3+ color cards in the cube, and didn’t want to remove them.

    2. I wanted to increase the concentration of mono-colored and colorless cards by percentage without sacrificing the suite of guild cards I had in the cube.

    3. I wanted to reduce the density of mana rocks without sacrificing the infrastructure I had built around them. Basically, playing with both Signets and Talisman felt like too much at 540, but only running one of the two cycles didn’t feel like enough. The big rocks used for super-ramp, upheaval and wildfire shells are great in those decks, but were representing too much of the pool.

    The solution that jumped out was an increase in size. By moving the cube to 630, I could keep my guild and multicolor infrastructure together, but by adding in mostly monocolored and colorless cards, and no additional 3+ color identity cards, I could keep the multicolored cards I wanted to play and decrease their density at the same time. By adding in only one more cycle of fixing lands, I could bolster the support for 2-color decks without adding to the fixing density for 4+ color control. Additionally, the includes could be free of additional mana rocks, allowing me to keep in the suite of cards I wanted to run but reduce the frequency in which they take up real estate in my packs. 


    Additional benefits showed up when I explored the size increase as well. I was gifted the real estate to re-include archetypes like lands and storm, which I couldn’t find room for before. It gave me the flexibility to include a few more powerful guild cards and another suite of guild fixing without tinkering with the suite of 3+ color cards. It provided me the room to smooth out the curve in various places that had become compressed due to the powerlevels of cards in given spots.

    Overall, it’s been playing well at 630 and I’m enjoying the feel of the cube. Mana rocks are available, but not in a dominating density. Mana fixing is better for 2-color decks and decks that are splashing, and building 4+ color goodstuff/control is still viable (but now takes appropriate effort). I hope it has been playing well for those folks that closely follow my list too, and I’m always taking feedback.

    As always, cheers, and happy cubing!
    Posted in: Cube Lists
  • 1

    posted a message on [PIP][CUBE] Securitron Squadron
    Quote from Alan Yuan »
    Quote from steve_man »
    Quote from LucidVision »
    I think this is only playable in a deck with workshop or academy (and a couple other fringe artifact decks).


    I don't agree with this take. I think you're looking at this too much as a mana sink and not enough as a modal 2 drop that can go crazy with token generators. The value of this card doesn't come from how much mana you can pump into it, but with how many tokens your deck can pump out. It's rarely going to scale beyond 5 mana, but that's not unrealistic since green pairs best with this since it has the best combination of ramp and token generation. It's a pretty reasonable 2 drop considering the 5 mana mode it has , this is essentially a different take on Intrepid Adversary really.


    Then I think what you're looking for might be virtue of loyalty


    I like this card a lot more than Virtue of Loyalty, FWIW. Virtue can't ever pump other tokens as a 2-drop, or provide 6 power for 5 mana on its own, or drop multiple artifacts to the table ...which are the things that make Squadron appealing.
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on [MH3][CUBE] Psychic Frog
    I love this card, and you saved me from having to make a thread here for it. Smile

    Free discard outlet, permanent +1/+1 counters, obnoxious to block or attack into in combat, hard to block and then draws cards when it connects... gross synergy with draw-7 effects. I'm 100% in for this card, and can't wait to cube it. Good in reanimator, tempo, and draw-7 shells. Thumbs Up
    Posted in: Cube New Card Discussion
  • 1

    posted a message on This or That discussion.
    I like K Command the most, but I also love Daretti. I'd find a way to play both of those in addition to the Defiler if you can.
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on [PIP][CUBE] Caesar, Legion's Emperor
    Ya, I think I agree. I originally read this like a confluence template where I could choose the same mode more than once. But having to split the choices prevents me from making the 4 attacking power from one sacrifice. It's certainly not Gut, especially since you can't sacrifice artifacts, but it does look significantly more interesting than most other Mardu options, even if it's only on par with (or slightly below) Marchesa.
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on [MKM][CUBE] Forensic Gadgeteer
    Yes, it works with Terrarion to make +1 mana, since it reduces the activation cost from 2 to 1 .

    It doesn't work to make +2 mana with Signets however, because it can't reduce the activation cost below the base 1 .
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on [MKM][CUBE] Forensic Gadgeteer
    Quote from Alan Yuan »
    Quote from 19_f_cali »
    Neither this nor zirda reduce costs below one, so they don’t work with signets, stars, or keys.


    No but the thing is stars are mana neutral, signets net 1 mana. If you're able to discount the activation cost by 1, then stars are +1 mana, signets are +2 mana.


    Ya ...but you can't. Signets still cost the same ( 1 ) to activate even with this in play. Signets, Stars, Keys ...everything that already has an activation cost of just 1 mana doesn't benefit at all from this card (or Zirda).
    Posted in: Cube Card and Archetype Discussion
  • 1

    posted a message on [KTK] Dig Through Time
    I think it's still a good spell, and it performs well in the kinds of decks that want it. But I could certainly see cutting it from small cubes; slots are competitive.
    Posted in: Cube Card and Archetype Discussion
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