Made a lot of little tweaks, and the list is pretty sweet at this point.
Wanted to go over the the changes to the control decks, which have been pretty awesome. As we let off, I was lamenting how the lack of bouncelands or signets made it very difficult for these decks to gain mana superiority, as well as the lack of ways to replay removal made it very difficult to run a gameplan based around using removal to slow the game down. The end result being that control decks would inevitably, at some point, have to include a creature based value gameplan, to close games out. A lot of the recursive removal strategies from the penny cube, just weren't translatable to this format.
I ended up taking a note from m14, where cheap defensive creatures, coupled with lifegain, and the addition of recycling cards, allowed a slow gameplan of attrition, than shuffling removal back into the deck, rather than trying to reuse it from the yard.
Which actually makes a ton of sense. Instead of having some awkward "GY" or "delirium" deck sorting sitting out there in all of its gimicky glory, the recycling components become core to the cube's actual structure, and
than should they result in a neat self-mill deck (which they actually can go infinite with using regrowth effects) thats just a cool thing that occurred, rather than heavy handed design.
There is a lot more incidental lifegain, and ways to close the game down. I tried to make sure I had some good defensive two and three drops in white, green, and black. There isn't really a lot in black, but I brought this excellent card back:
So you can now get something like this:
Than I made an effort to include some cards that actually reward slowing the game down, and building up mana, rather than just falling in the 4cc midrange blue jund zone (hello
fact or fiction)
Debating the DTT, which might be better as a high CC draw (like opportunity) that can double as a kill condition and is hard for midrange to poach. I feel its a bit redundant running blue sun's zenith with stroke and sphinx rev. already in the cube.
Its worth noting that because the aggro decks were designed with a slower more positional reach gameplan in mind, giving control or midrange tools to slow the game down doesn't automatically trump them strategically. Everyone gets to play magic.
Cut some of the cards with grokability issues (gifts given, prison term) or which were weird mechanical hold outs (bristling hydra), or which were gimmicky and just difficult to understand (doomsday).
The R/W decks have grown tremendously in depth. The tutor recruiter tutors, coupled with flickerwisp, means that it is capable of producing a tremendously flexible toolbox, generating card advantage, and building a board that plays nicely into the mini-overruns from red.
I've deliberately built upon this by providing mini-reanimator tools in white (return to the ranks, reveillark, alesha) coupled with red discard outlets. So besides the small weenie creatures, you also have
That can be tutored for as well as reanimated. R/W also features spell triggers and prowess triggers, adding to that angle as well. The end result is a very deep color pair that can come out in a variety of ways. Its still very aggressive, and feels like a unique take on the strategies a number of the other color pairs are capable of doing.