MagnetMan, I am pretty curious to know why you run as much fixing as you do. 45 lands in a 360 cube seems like an awful lot.
The way I see it, Cubing is already fun, and the ability to play out your spells makes it more fun. We may not have Fetches and Duals, but that doesn't mean there isn't good fixing to offer at the C/U level. Having plenty of it helps to ensure that you're bound to see a couple of pieces in your colors throughout the draft or in a sealed pool.
However, since the new set of Trilands added an additional set of fixers for allied colors, I may remove the Refuges since I'd have virtually the same amount as before. I'd just need another 5 cards that I feel like adding first.
I'm torn between Binding Grasp and Domestication. Grasp is splashable, but ties up your mana, which can be annoying for a tempo deck trying to utilize it.
I'm not sure how many creatures Domestication can't hit that you'd actively want to, and it does work poorly against Equipment, but I can see it doing work.
I still run Mind Control right now, simply because it does what you need it to do when you want it. Even at 5 mana, a Control Magic is still great. Plus, I have the really sweet promo art version.
So I'm heading off to Calgary tomorrow to hang out in the fiance's hometown. Any of our Canadian residents here know of any sweet Magic shops in the area?
Just FTK, Avalanche Riders and Keldon Champion for me. I honestly haven't felt the need for more as Red can either close out the game with burn or use the better 4 drops other colors offer.
Standstill: Cheap card advantage engine that's easier to to use than you'd think. Dropping any evasive critter followed by this is usually enough to net you 3 cards. I also run a few manlands to abuse with it.
Phyrexian Reclamation: A build around card that can help close out games. Creatures bothering you? Recur a Shriekmaw. Opponent can't handle your Blastoderm? Why not bring it back. Fits easily into any gaps in your curve and almost always has a target.
Aftershock: Flexible curve topper for aggro or a midrange removal spell. Great followup to Pillage/Molten Rain too.
Yavimaya Ants: A nod towards Green based aggro. 5 damage is a ton and both trample and haste are relevant. A lot of people also forget that it has Cumulative Upkeep and isn't a Ball Lightning style critter, so you can often attack with it a second time.
Chimeric Idol: Aggro critter that's immune to sorcery speed removal and rewards curving out. Plus, it's one of the only good cards from Prophecy and reminds me of Turtle Rock from LttP.
I think instant speed Threaten effects are pretty cool. I'm about to cut Blind with Anger from my Cube, but that and Act of Aggression were always solid and fun to play.
I've wanted to run this for so long, but I really feel that without the support you mentioned (Plus stuff like Rishadan Port and Thalia) it just wouldn't pan out the same way it does in powered cubes.
However, I'm right on the edge so if I heard enough good things about it, I'd find room for it in a heartbeat.
I still want another land that's playable in aggro decks and comes into play untapped, but I have to admit that these are great and I'll gladly take the extra fixing.
The way I see it, Cubing is already fun, and the ability to play out your spells makes it more fun. We may not have Fetches and Duals, but that doesn't mean there isn't good fixing to offer at the C/U level. Having plenty of it helps to ensure that you're bound to see a couple of pieces in your colors throughout the draft or in a sealed pool.
However, since the new set of Trilands added an additional set of fixers for allied colors, I may remove the Refuges since I'd have virtually the same amount as before. I'd just need another 5 cards that I feel like adding first.
I'm not sorry if you kept a hand full of 1UU and 1GG spells and my Strip Mine destroyed your second Green source.
I'm not sure how many creatures Domestication can't hit that you'd actively want to, and it does work poorly against Equipment, but I can see it doing work.
I still run Mind Control right now, simply because it does what you need it to do when you want it. Even at 5 mana, a Control Magic is still great. Plus, I have the really sweet promo art version.
Phyrexian Reclamation: A build around card that can help close out games. Creatures bothering you? Recur a Shriekmaw. Opponent can't handle your Blastoderm? Why not bring it back. Fits easily into any gaps in your curve and almost always has a target.
Aftershock: Flexible curve topper for aggro or a midrange removal spell. Great followup to Pillage/Molten Rain too.
Yavimaya Ants: A nod towards Green based aggro. 5 damage is a ton and both trample and haste are relevant. A lot of people also forget that it has Cumulative Upkeep and isn't a Ball Lightning style critter, so you can often attack with it a second time.
Chimeric Idol: Aggro critter that's immune to sorcery speed removal and rewards curving out. Plus, it's one of the only good cards from Prophecy and reminds me of Turtle Rock from LttP.
This. This is the card you should be playing if you're not.
However, I'm right on the edge so if I heard enough good things about it, I'd find room for it in a heartbeat.
I think my bigger problem would be deciding between that sweet future shifted frame or that amazing promo art.