My Cube List


[I]Version 2.5.2[/I]
Now on TappedOut and CubeTutor!

Basic Info
Cube Size: 360 Cards
Breakdown: 49 Each Color, 30 Colorless, 40 Multicolor, 45 Land
Standard or Theme Cube: Graveyard Themed
Snow Lands: No
Average # Players: 6
How Often Drafted: Sporadically

Card Selection
Powered?: No
Portal?: Yes
"Un-" Cards: No
Banned Cards for Power-Level: Yes [I](Sol Ring)[/I]
Banned Cards for Time Constraints: No
Banned Cards for "Fun" factor: No[/I]

Cube Design
Standard or Multiplayer: Standard
Sideboards?: Yes
Even Color Balance: Yes
Perfect Creature/Non-Creature Balance: No
Gold Balance: Yes
Hybrid/Split/Kicker as Gold: Yes [I](Hybrid/Split only)[/I]
Color Triggers as Gold: No
Perfectly Balanced CMC: No


OUT (15)


IN (19)


Swaps
Phyrexian Metamorph (Colorless -> Blue)

Explanation
First things first, I discovered that my numbers were off by one in some cases and that I was 4 cards short. I also was unhappy with the 36 artifact/44 land split, as it was awkwardly uneven. I resolved that split by moving Phyrexian Metamorph from artifacts to blue and supplementing the lands with Terramorphic Expanse. This simultaneously resolved the awkward numbers of artifacts and lands as well as bringing my blue to the proper number.

The rest of the changes were mostly motivated either by adding staples (e.g. Recurring Nightmare/Survival/Vortex) or beefing up the creature count and decreasing the spell count (e.g. Blind Hunter/Terravore). I made cuts from areas that were overrepresented, such as green ramp spells and red burn, as well as some of the weaker removal.

The last cut was Sands of Delirium, which is the first "cut for power level reasons" card in my cube. It turns out that Sands enables one card decks, and just isn't fun to play with or against. It's been replaced with the weaker Grindclock for now.

Future Directions
1. Flesh out red aggressive creatures.
2. Adding more self-mill enablers and symmetrical discard.
3. Fine-tune the creature/noncreature balance.
I'm calling this 2.2 because I made two changes to 2.0 but didn't record them:
Behemoth Sledge -> Mirari's Wake
Diabolic Intent -> NONE
I had always wanted to cut sledge, and mirari's wake was a nice one to slot in. I had an extra black card, so I cut the redundant third black tutor.

And now for the 2.1 -> 2.2 changes:
Condemn -> Swords to Plowshares
Oust -> Path to Exile
Duress -> Raven's Crime
Boggart Ram-Gang -> Hell's Thunder
Firecat Blitz -> Countryside Crusher
Pardic Arsonist -> Avalanche Riders
Greenseeker -> Nantuko Vigilante
Loxodon Smiter -> Mystic Enforcer

I'm so glad to cut Condemn/Oust. I'm slowly filling in the "staple" cards, and these two were some of the biggest holes in that category.

Cutting Duress means that I no longer have any targeted discard spells. We'll see how this goes! Crime is more interesting to me given the theme of the cube, and it's a second enabler for the Burning Vengeance deck, which I really hope to draft sometime.

Next up we have a bunch of red changes. Firecat Blitz was just not pulling its weight. It's come up in several drafts and nobody ever wants it. There are some potential synergies, but not enough, and thus I have decided it's time for those cats to blitz right on out of here. Pardic Arsonist, similarly, wasn't doing enough. I had envisioned it as a "second FTK," but this has not been the case. More often it's just hill giant. Boggart Ram-Gang is probably the best of the three cuts, but RG aggro is not super well-supported (though that is changing), and I decided to cut this impossible-to-cast card for the time being. Coming in we have three powerful red creatures, two of which are on-theme and the third of which is a fairly staple effect. I hope that red becomes stronger with these changes.

Last of the monocolored cards, I have removed Greenseeker. The original rationale behind including Greenseeker was as a green discard outlet. Now that I have both Survival and Wild Mongrel, that need is less pronounced than before. Vigilante serves both as an additional morph creatures (Exalted Angel was getting lonely) as well as a reasonable utility creature in a green deck that wants to attack, which Greenseeker was certainly not.

The Smiter cut was interesting to me, since I had originally wanted to cut Behemoth Sledge for Mystic Enforcer, but happenstance pushed upon me a copy of Mirari's Wake at a very good price, so I took the opportunity.

I also upgraded my Armageddon from a gold-bordered copy to a black-bordered Portal II version. Hooray! Now I just need a Breeding Pool, Godless Shrine, and Sacred Foundry and the cube will be proxy free! Come on Gatecrash!

Future Directions
(From last time)
1. Flesh out red aggressive creatures. While there's still more work to do here (see: Stormblood Berserker), I think this goal has been achieved for now.
2. Adding more self-mill enablers and symmetrical discard. Still working on this. I will be seeking out a Liliana of the Veil to include.
3. Fine-tune the creature/noncreature balance. I feel like I'm getting too creature-heavy. It made sense to start tipping the scales, but I may have gone too far?
(New)
1. Actually do a full draft! I've only done 2-mans, and while these have been fun, I want to give it a spin with a full table.
Feeling of Dread -> Mirran Crusader
Proclamation of Rebirth -> Blade Splicer
Kitsune Blademaster -> Silverblade Paladin
Mind Sculpt -> Cephalid Vandal
Mirror-Mad Phantasm -> Consecrated Sphinx
Drowned Rusalka -> Dungeon Geists
Bridge from Below -> Pack Rat
Sangrophage -> Apprentice Necromancer
Brawn -> Druid's Familar
Kuldotha Forgemaster -> Ghoulcaller's Bell
Ghost Quarter -> Tectonic Edge

For version 2.3, I'm happy to report that I've run two 3v3 team drafts. I learned a lot and made some changes to reflect those things.

The biggest thing we learned was that white was just really bad. Like, really bad. There were no actual incentives to go white, and nobody did. So, to fix that, I added three of the better white aggressive creatures. Mirran Crusader is a particular beating because the best decks are black and green. Silverblade Paladin just puts out damage like nobody's business. Blade Splicer is just generically good, and has some good synergy with Restoration Angel and all of that.

In blue, I cut the never-played Mirror-Mad Phantasm for Consecrated Sphinx, which already proved its worth by winning an entire match for somebody today. Dungeon Geists—the "blue FTK"—is another addition I'm excited about.

Black saw the long-coming removal of Bridge from Below. I had some good times with this one, but it just is not actually good. Pack Rat is, though, and will hopefully be slightly less absurd than in RTR draft. Sangrophage got cut because black aggro has never materialized, and I'm not terribly interested in pushing it. Also, Sangrophage is bad.

No changes for red this time around, but I cut Brawn, a not-that-exciting Hill Giant, for Druid's Familiar, all-star of AVR limited.

Forgemaster was just a Thraben Pureblood in this cube, so we cut it for... ghoulcaller's bell. Yeah, that's exciting.

Ghost Quarter I swapped for a land that actually does something. I need a Wasteland...

Future Directions
(From before)
1. Flesh out red aggressive creatures. While there's still more work to do here (see: Stormblood Berserker), I think this goal has been achieved for now.
2. Adding more self-mill enablers and symmetrical discard. Still working on this. I will be seeking out a Liliana of the Veil to include. Ghoulcaller's Bell and Cephalid Vandal are nods to this.
3. Fine-tune the creature/noncreature balance. I feel like I'm getting too creature-heavy. It made sense to start tipping the scales, but I may have gone too far?
4. Actually do a full draft! I've run two 3v3s! They're a lot of fun.

(New)
1. Flesh out the archetypes. Right now, the decks that can be drafted are not clearly defined. I'd like to start to shift away from making changes just for raw power and focus on designing archetypes.
Dryad Militant -> Daring Skyjek
Cephalid Vandal -> Magus of the Bazaar
Putrid Imp -> Liliana of the Veil
Apprentice Necromancer -> Wight of Precinct Six
Mikaeus, the Unhallowed -> Sepulchral Primordial
(Debtor's Knell) -> Bump in the Night
Tattermunge Maniac -> Goblin Welder
(Figure of Destiny) -> Gore-House Chainwalker
(Fulminator Mage) -> Chandra's Phoenix
Seize the Day -> Ancient Grudge
Yamabushi's Flame -> Fiery Temper
(Rakdos Cackler)-> Stone Rain
(Deathrite Shaman) -> Fauna Shaman
Ghoulcaller's Bell -> Lightning Greaves
Steel Hellkite -> Shrine of Burning Rage
Wrexial, the Risen Deep -> Baleful Strix
Anathemancer -> (Fulminator Mage)
Blightning -> (Rakdos Cackler)
Rumbling Slum -> Boggart Ram-Gang
Savage Twister -> Ghor-Clan Rampager
Blind Hunter -> (Debtor's Knell)
Jarad, Golgari Lich Lord -> (Deathrite Shaman)
Brion Stoutarm -> (Figure of Destiny)
Lorescale Coatl -> Simic Charm
Stirring Wildwood -> Nantuko Monastery
Creeping Tar Pit -> Nephalia Drownyard

This is the "first pass at Gatecrash" update. It also features a lot of moving things around because I decided to put the hybrid cards into the multicolor section. That led to the biggest change for red, which had four hybrid cards, but otherwise was just three small changes.

I won't go through all of the changes, but some big ones:
1. Putrid Imp -> Liliana. I don't actually support turbo reanimator right now, so having Putrid Imp, which is quite bad unless you're trying to put a large monster into play on turn two, made no sense. Liliana was a card I wanted for a long time, so the switch made sense.
2. Seize the Day -> Ancient Grudge. Seize was not performing. Grudge is now in because I still have signets. I was intending to cut them, but I think they'll stick around for at least one more go, and because of that I wanted to up the artifact destruction available.
3. The lands: This is a partial change. I will also be swapping colonnade for moorland haunt and reaches for Rix Maadi (:rolleyes: I know, but there aren't any other good options) when I pick those up.

Future Directions
(From before)
1. Adding more self-mill enablers and symmetrical discard. I got Liliana in like I wanted. We'll see how this pans out, but I'm satisfied here.
2. Fine-tune the creature/noncreature balance. So far there hasn't been any indication that things are amiss. I'll keep an eye on this, so this is still an open issue.
3. Flesh out the archetypes. Still working on this. I want to pick up some cards to make the mill deck better, for example, but things are starting to gel.

(New)
1. Pick up all of the cards on my wishlist! I've got a lengthy list of cards I want... It's time to start trading!
2. Figure out if Signets are too good. I'm really close to canning them in some capacity. We'll see if they survive.
Raise the Alarm -> Resurrection
Auramancer -> Frontline Medic
Goblin Bushwhacker -> Stormblood Berserker
Stone Rain -> Koth of the Hammer
Mimic Vat -> Wurmcoil Engine
Psychic Drain -> Consuming Aberration
Coiling Oracle -> Prime Speaker Zegana

Just some housekeeping after trades tonight. White aggro got some help with Frontline Medic. Auramancer was cute, but not good enough for White to overcome Blue, Black, or Green. Resurrection is the second copy of Breath of Life, because this is still a graveyard cube, of course.
Stone Rain was just added, but only because I had nothing else to put in the slot. Koth is superior since I already have three LD spells.
Wurmcoil Engine is a long-coming addition. Now that Goblin Welder is in, I think that some sort of goofy artifact deck is draftable in UR. I'll report on that.
Consuming Aberration is a sweet Dimir rare that plays well into the theme. I hope it works out. Zegana is very much experimental.
Samurai of the Pale Curtain -> Student of Warfare
Daring Skyjek -> Angel of Glory's Rise
Civic Wayfinder -> Borderland Ranger
Grindclock -> Sword of Body and Mind
Orzhov Pontiff -> Sorin, Lord of Innistrad

Quick + Dirty changes from last night.
Angel of Glory's Rise is an interesting one, but one that I think will be interesting. There is a strong zombie theme in black and a fairly strong human theme otherwise (the wayfinder -> ranger swap is meant to help this), so it's possible that the angel will find its way into decks.
The other changes are just trying to increase the overall card quality.
Jace's Erasure -> Chronic Flooding
Burning Vengeance -> Trash for Treasure
Tidehollow Sculler -> Obzedat, Ghost Council

I traded Jace's Erasure, a low-impact mill card, for a fantastic turbo-self mill card. Mill has enough power without Erasure that I didn't feel bad cutting it.
Burning Vengeance has an interesting story. I drafted this deck the other night:
This deck was nuts, and was exactly the kind of deck that I built this cube to support. Please notice the Burning Vengeance/Flame Jab/Raven's Crime combo. I never drew the Burning Vengeance, so I can't say it was terrible, per se, but I never actively wanted to draw it. The 2 damage is not relevant enough in a high-power cube format, and the situations where it is good (i.e., you have flame jab, 100 lands in hand, and 100 red mana) are quite hard to set up. This was the deck that Burning Vengeance was set to shine in,and it failed. So it leaves.
Coming in we have Trash for Treasure, the next in a small artifact reanimation package that includes Goblin Welder, Academy Ruins, and Trading Post. Welder was fantastic in the deck posted above, and I wanted to get Trash for Treasure in to help out. There are plenty of sweet artifacts to reanimate, so I anticipate it getting played somewhat as things go.
The last swap was to remove a card that hasn't ever been played (tidehollow) for one that I think might be (obzedat). Black and White just don't play well together, sadly, so that relegates its multicolored cards to be the ones that work well in the goofy Esper-4cc-5cc control decks that can run these cards.
Gideon's Lawkeeper -> Isamaru, Hound of Konda
Thraben Heretic -> Accorder Paladin
Frontline Medic -> Reveillark
Breath of Life -> Loyal Retainers
Dregscape Zombie -> Oona's Prowler
Victimize -> Animate Dead
Nekrataal -> Skinrender
Staggershock -> Char
Academy Ruins -> Shelldock Isle
Creeping Renaissance -> Eternal Witness
Druid's Familiar -> Tarmogoyf
Ondu Giant -> Yavimaya Elder
Mold Shambler -> Chameleon Colossus
Simic Charm -> Mystic Snake

A friend was selling his cube... and I pounced.

The big ones here are Tarmogoyf and Loyal Retainers. Tarmogoyf is a staple, and I'm happy to say that I finally have one in here. Loyal Retainers is part of a funny subtheme I will be working in—legendary reanimation. I have a Goryo's Vengeance primed and ready for inclusion, but not until I round out the legendary suite a little more.

Other changes are fairly self-explanatory upgrades, either just for power level or for taste. I will say that Eternal Witness was sorely needed.
Curse of the Bloody Tome -> Jace, Memory Adept
Viscera Dragger -> Sewer Nemesis
Harrow -> Oath of Druids
Mortarpod -> Batterskull
Kodama's Reach -> Garruk, Primal Hunter
Flame Jab -> Magma Jet
Fire//Ice -> Prophetic Bolt
Mercurial Chemister -> Niv-Mizzet, Dracogenius
Terramorphic Expanse -> Forbidden Orchard

Another fun night of trading. Some more big gains in green spells with a second Garruk and Oath of Druids, the former of which is just raw power and the latter of which will open up a new archetype. Forbidden Orchard was included to enable this.
The most controversial change is adding Memory Adept. That card is not very fun. I picked up a foil copy for some reason, though, and I want to give it at least one go-round before I deem it too good. It will likely be cut after a draft or two.
Flame Jab left because Burning Vengeance did. The card was never really that good to begin with, and I only left it in because of the Vengeance pipe dream, which as I learned will not ever happen.
The Izzet changes are basically strict upgrades, in my opinion. Chemister is very good but so is Niv-Mizzet, and they even serve a similar function. Niv has the upside of working with pet card Loyal Retainers, which makes me happy.
I'm sad to cut Mortarpod, but Batterskull is just more important.
Finally, Sewer Nemesis represents the breaking of my somewhat forced zombie theme for an overall better cube card. I think this guy will do well.
OUT
Elite Vanguard
Knight of Glory
Thought Courier
Magus of the Bazaar
Mnemonic Wall
Inkwell Leviathan
Dream Twist
Chronic Flooding
Think Twice
Compulsive Research
Diregraf Ghoul
Wight of Precinct Six
Ghoulraiser
Sepulchral Primordial
Bump in the Night
Raven's Crime
Living End
Goblin Guide
Jackal Pup
Gore-House Chainwalker
Stormblood Berserker
Firewing Phoenix
Price of Progress
Brimstone Volley
Strangleroot Geist
Borderland Ranger
Krosan Tusker
Travel Preparations
10 Signets
Lyev Sky knight
Consuming Aberration
Fulminator Mage
Rakdos Cackler
Boggart Ram-Gang
Debtor's Knell
Niv-Mizzet, Dracogenius
Dreg Mangler
Lotleth Troll
Trygon Predator

IN
Mother of Runes
Timely Reinforcements
Faith's Reward
Aether Adept
Civilized Scholar
Fatesticher
Jin-Gitaxias, Core Augur
Ancestral Vision
Silent Departure
Memory's Journey
Miscalculation
Thirst for Knowledge
Putrid Imp
Blood Artist
Blood Scrivener
Necrotic Ooze
Sheoldred, Whispering One
Doom Blade
Necropotence
Barter in Blood
Mogg Fanatic
Stingscourger
Cragganwick Cremator
Gathan Raiders
Flayer of the Hatebound
Moltensteel Dragon
Akroma, Angel of Fury
Arc Trail
Tibalt, the Fiend-Blooded
Terastodon
Green Sun's Zenith
Call of the Herd
Recollect
Everflowing Chalice
Pithing Needle
Sands of Delirium
Masticore
Staff of Nin
Azorius Signet
Far//Away
Blightning
Sire of Insanity
Borborygmos Enraged
Turn//Burn
Deadbridge Chant
Varolz, the Scar-Striped
Progenitor Mimic

I missed two adds I think. Biggest changes are the removal of signets. Too many other changes to discuss, just read and enjoy.
Fiend Hunter -> Banisher Priest
Mentor of the Meek -> Cloudgoat Ranger
Fatestitcher -> Venser, Shaper Savant
Buried Alive -> Entomb
Gathan Raiders -> Young Pyromancer
Sakura Tribe Elder -> Scavenging Ooze
Nantuko Vigilante -> Genesis

M14 updates, plus a few long-awaited additions in Entomb, Genesis, and Venser.
1

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