I voted that I only use the real deal, even though I use CE/IE cards. I consider anything that has been printed and sold by Wizards as real cards, since I don't consider sanctioned tournament viability the "be all, end all" of Mtg.
Yes there is. There's the easier to cast and activate squallmonger.
I'm aware of Squallmonger, but I was refering to Ifh-Biff Efreet being a solid flyer in combination with its damage "reach" & anti-flying ability. By modern design philosophies, the printing of another 3/3 green flyer for 4 seems extremely unlikely, let alone one with such a combination of abilities.
I've had very positive result with Ifh-Biff Efreet in the past, and it's often just on the edge of re-inclusion for me. There's certainly no other creature like it in green, and probably never will be.
I've been close to re-including Hurricane on many occasions as well. It's a good card, and an effect that I miss.
I'd like to see an uncommon or rare 1R pushed beater.
Agreed, like a Spike Jester for 1R. That would be sweet.
In regards to the card in the OP, I think that Borderland Marauder will be an easy include in my red section. Aggressive, survives a Llanowar Elves chump block, and can also block itself if needed.
I agree, and thanks for the clarification. And, to be fair, I'm not fully convinced that disenchants are "not necessary" myself, just that when they were removed it was far less of a tectonic shift in my cube balance than expected. The same is true for the artifact kill creatures in red. It's an experiment to see how many blocks could be removed from the Artifact/Enchantment destruction tower before it toppled, and it didn't topple.
In a bubble Banisher Priest is what you say it is. In play it has been better than that, but to be fair I'm not giving it a glowing endorsement either, it's been serviceable.
I've already said that Inkwell Leviathan's future isn't looking bright, so the condescension isn't necessary. I'd like to think of myself as a peer on these boards rather than a pupil.
I'll also give strong consideration to your points regarding Ancestral Vision, but it always gets a cold reception from my playgroup.
Venser, the Sojourner has been playing just fine, if I go back down to three gold cards/guild (as I'm planning to do) than it will be the cut that I make.
Maybe I'm looking at Norn through the "cool-creature" goggles, so I'll take that into account as well.
The aggro in my cube has been as excellent as ever, so I'm still comfortable going without Vampire Lacerator. But, as with most of the cards in my on-deck binder, it has a good chance of returning if I feel that aggro needs a boost.
To be fair, saying that I think disenchant effects are unnecessary is putting words into my mouth (I am testing Sundering Growth after all). I make no such claim, but what I am doing is experimenting with how my cube would function without them and it hasn't been that big of a deal. I can only go by my experiences with the drafting of my cube, so I don't know what else to say.
Banisher Priest: Has been testing better than I expected, but isn't a must-keep by any stretch of the imagination. Precinct Captain: Already gone (next update). Inkwell Leviathan: I added it to try and give an extra big Artifact Creature for blue, but its future isn't looking bright. Repeal: Not un-cuttable, but serviceable. I dig a bit of bounce in my blue section, so it'll stay until I bore of it. Pain Seer: Already out. Curse of Predation: I've had good results with it (I'd give it a B grade). Would be my cut if I try out Birthing Pod again, or re-added Wolfir Avenger Venser, the Sojourner: Has been a lot of fun since being re-added. Burning-Tree Emissary: Another card I'd give a B grade to. Sigarda, Host of Herons: Already gone.
Subtractions
Catastrophe: I wanted to cut a 6+ CMC card in white, and it was rarely drafted. While I really like the card, I don't share the enthusiasm for it that some others on this forum do. Disenchant/Revoke Existence/Nature's Claim: I decided to go disenchant free for a little while to see how it would affect my drafts, and so far their loss hasn't made things any worse. Disenchant or Revoke could return in the near future, but I doubt I'd re-add both (though I'm undecided as to which). Ancestral Vision: Generally disliked. Vampire Lacerator: Black had six 2 power for one mana creatures and I felt that 5 was enough. Keldon Vandals: Is an o.k. creature with a good chance of returning if I feel the need to up my artifact kill in red. I strongly dislike the echo. Torch Fiend: Was mediocre. Devoted Druid: Never took off, and I have enough ramp. Phantom Centaur: Is on a really short list to return at some point since I like the creature quite a bit. Reflecting Pool: I added an extra suite of dual lands so the Pool felt unnecessary. Trygon Predator: I've always felt that Trygon Predator was overrated so I cut him to try Mystic Snake, which I also think is overrated, so who knows it'll probably be back at some point.
I assign hybrids costing 2 hybrid mana or less by having each card take up half a mono-colored slot per color. That way I can adjust my gold section as large or as small as I wish without having to compromise the diversity that hybrids bring.
This system has worked wonderfully for me and gives me the freedom to expand or contract the "gold" part of my multi-colored section without having to compromise hybrids.
Anyway, just passing along a system that's worked well for my own cube.
After roughly six months of testing and crunching numbers I'm adding my latest cube update to MTGS. This update encompasses Theros, Commander 2013, and Born of the Gods, as well as other alterations. All in all 66 cards are leaving and 66 cards are coming in. My guilds have been refined in this update with most hybrids no longer competing for guild slots (which means a few more gold cards) and I've added an extra dual-land per guild. A few narrower cards are departing in favor of more cards with greater universality. Nowadays, I view changes in my cube less in terms of cuts and more in terms of rotation, so a few of the narrower cards that are departing now will likely return at some point, though it will be in dribs and drabs. These changes have been made carefully and with no small amount of testing and effort, with a particular focus on the overall curve, and with a harder heart than any of my previous updates.
I look at adding and removing cards nowadays more in terms of rotation rather than cuts. Sure some cards are occasionally going to be rotating permanently, but it's easier removing favorites and old staples knowing that there is a good chance that a card will return once the draft environment needs some refreshing. There has been a dramatic increase in design flexibility in the last two years, and that's a pretty cool place to be in if you're a cube builder looking to keep things fresh.
I'm aware of Squallmonger, but I was refering to Ifh-Biff Efreet being a solid flyer in combination with its damage "reach" & anti-flying ability. By modern design philosophies, the printing of another 3/3 green flyer for 4 seems extremely unlikely, let alone one with such a combination of abilities.
Cheers!
I've been close to re-including Hurricane on many occasions as well. It's a good card, and an effect that I miss.
Cheers!
Agreed, like a Spike Jester for 1R. That would be sweet.
In regards to the card in the OP, I think that Borderland Marauder will be an easy include in my red section. Aggressive, survives a Llanowar Elves chump block, and can also block itself if needed.
Cheers!
I've already said that Inkwell Leviathan's future isn't looking bright, so the condescension isn't necessary. I'd like to think of myself as a peer on these boards rather than a pupil.
In regards to Repeal,Curse of Predation, Burning-Tree Emissary,Reflecting Pool,Keldon Vandals, and Devoted Druid you make good points so I'll give those changes some strong considerations.
I'll also give strong consideration to your points regarding Ancestral Vision, but it always gets a cold reception from my playgroup.
Venser, the Sojourner has been playing just fine, if I go back down to three gold cards/guild (as I'm planning to do) than it will be the cut that I make.
Maybe I'm looking at Norn through the "cool-creature" goggles, so I'll take that into account as well.
The aggro in my cube has been as excellent as ever, so I'm still comfortable going without Vampire Lacerator. But, as with most of the cards in my on-deck binder, it has a good chance of returning if I feel that aggro needs a boost.
To be fair, saying that I think disenchant effects are unnecessary is putting words into my mouth (I am testing Sundering Growth after all). I make no such claim, but what I am doing is experimenting with how my cube would function without them and it hasn't been that big of a deal. I can only go by my experiences with the drafting of my cube, so I don't know what else to say.
As always, thanks for the feedback eidolon.
Cheers!
Additions
Banisher Priest: Has been testing better than I expected, but isn't a must-keep by any stretch of the imagination.
Precinct Captain: Already gone (next update).
Inkwell Leviathan: I added it to try and give an extra big Artifact Creature for blue, but its future isn't looking bright.
Repeal: Not un-cuttable, but serviceable. I dig a bit of bounce in my blue section, so it'll stay until I bore of it.
Pain Seer: Already out.
Curse of Predation: I've had good results with it (I'd give it a B grade). Would be my cut if I try out Birthing Pod again, or re-added Wolfir Avenger
Venser, the Sojourner: Has been a lot of fun since being re-added.
Burning-Tree Emissary: Another card I'd give a B grade to.
Sigarda, Host of Herons: Already gone.
Subtractions
Catastrophe: I wanted to cut a 6+ CMC card in white, and it was rarely drafted. While I really like the card, I don't share the enthusiasm for it that some others on this forum do.
Disenchant/Revoke Existence/Nature's Claim: I decided to go disenchant free for a little while to see how it would affect my drafts, and so far their loss hasn't made things any worse. Disenchant or Revoke could return in the near future, but I doubt I'd re-add both (though I'm undecided as to which).
Ancestral Vision: Generally disliked.
Vampire Lacerator: Black had six 2 power for one mana creatures and I felt that 5 was enough.
Keldon Vandals: Is an o.k. creature with a good chance of returning if I feel the need to up my artifact kill in red. I strongly dislike the echo.
Torch Fiend: Was mediocre.
Devoted Druid: Never took off, and I have enough ramp.
Phantom Centaur: Is on a really short list to return at some point since I like the creature quite a bit.
Reflecting Pool: I added an extra suite of dual lands so the Pool felt unnecessary.
Trygon Predator: I've always felt that Trygon Predator was overrated so I cut him to try Mystic Snake, which I also think is overrated, so who knows it'll probably be back at some point.
My hybrids are:
Rakdos Cackler
Fulminator Mage
Murderous Redcap
Tattermunge Maniac
Burning-Tree Emissary
Dryad Militant
Kitchen Finks
Sundering Growth
Deathrite Shaman
Figure of Destiny
This costs me 2 white slots, 0 blue slots, 2 black slots, 3 red slots, and 3 green slots.
I include Boros Reckoner, but it takes up a gold slot.
This system has worked wonderfully for me and gives me the freedom to expand or contract the "gold" part of my multi-colored section without having to compromise hybrids.
Anyway, just passing along a system that's worked well for my own cube.
Cheers!
ADDITIONS
WHITE
+ Banisher Priest
+ Brimaz, King of Oreskos
+ Elspeth, Sun's Champion
+ Knight of Meadowgrain
+ Leonin Relic-Warder
+ Precinct Captain
+ Soldier of the Pantheon
+ Spear of Heliod
+ Unexpectedly Absent
BLUE
+ Cyclonic Rift
+ Inkwell Leviathan
+ Jace, Architect of Thought
+ Jace, Memory Adept
+ Repeal
+ True-Name Nemesis
BLACK
+ Chainer's Edict
+ Curse of Shallow Graves
+ Griselbrand
+ Herald of Torment
+ Hero's Downfall
+ Lifebane Zombie
+ Living Death
+ Massacre Wurm
+ Ophiomancer
+ Pain Seer
+ Tormented Hero
+ Toxic Deluge
RED
+ Brimstone Volley
+ Firedrinker Satyr
+ Hell's Thunder
+ Lightning Strike
+ Mizzium Mortars
+ Searing Blaze
+ Tempt With Vengeance
GREEN
+ Boon Satyr
+ Courser of Kruphix
+ Curse of Predation
+ Polukranos, World Eater
+ Rampaging Baloths
+ Sylvan Caryatid
+ Ulvenwald Tracker
UNIVERSAL
+ Dust Bowl
+ Gaea's Cradle
+ Powder Keg
+ Razormane Masticore
+ Tolarian Academy
GUILD
+ Venser, the Sojourner
+ Glacial Fortress
+ Battlefield Forge
+ Ashiok, Nightmare Weaver
+ Drowned Catacomb
+ Llanowar Wastes
+ Burning-Tree Emissary
+ Copperline Gorge
+ Xenagos, the Reveler
+ Shivan Reef
+ Caves of Koilos
+ Blackcleave Cliffs
+ Fulminator Mage
+ Olivia Voldaren
+ Knight of the Reliquary
+ Sigarda, Host of Herons
+ Sundering Growth
+ Kiora, the Crashing wave
+ Mystic Snake
+ Yavimaya Coast
SUBTRACTIONS
WHITE
- Ajani, Caller of the Pride
- Catastrophe
- Cloistered Youth
- Disenchant
- Entreat the Angels
- Exalted Angel
- Mistral Charger
- Revoke Existence
- Seal of Cleansing
- Stormfront Pegasus
- Terminus
BLUE
- Ancestral Vision
- Gilded Drake
- Impulse
- Morphling
- Spellskite
- Waterfront Bouncer
BLACK
- Blood Scrivener
- Bone Shredder
- Contagion
- Contamination
- Despise
- Doom Blade
- Liliana's Specter
- Nezumi Graverobber
- Ob Nixilis, the Fallen
- Reassembling Skeleton
- Shadowborn Demon
- Sheoldred, Whispering One
- Vampire Lacerator
- Yawgmoth's Will
RED
- Chandra's Phoenix
- Devil's Play
- Fireslinger
- Hearth Kami
- Keldon Vandals
- Slagstorm
- Squee, Goblin Nabob
- Stonewright
- Torch Fiend
- Wildfire
GREEN
- Deadbridge Goliath
- Devoted Druid
- Ice Storm
- Jungle Lion
- Life From the Loam
- Nature's Claim
- Phantom Centaur
- Vinelasher Kudzu
- Wolfbitten Captive
- Worldly Tutor
UNIVERSAL
- Coldsteel Heart
- Crucible of Worlds
- Grand Coliseum
- Icy Manipulator
- Lightning Greaves
- Masticore
- Reflecting Pool
- Scroll Rack
- Triskelion
- Undiscovered Paradise
GUILD
- Azorius Charm
- Psychatog
- Kird Ape
- Simic Sky Swallower
- Trygon Predator
Cheers!
Sort of a "reject" cube, as it were.
Cheers!
Cheers!
Until someone blows him up that is.