Good point on the fencing ace. I recently cut it for size constraints but probably adding it back with another friend when I feel like supporting a double-strike theme is the wrong way? Also, the idea wasn't to run double strike it was just an overlap with the threaten effects and tempo-feel of what I wanted to do with red. The comments on definitely still applies though.
I'm not really sure in what way I'd like to add combo aggro (in the sense that you set up for a one turn kill rather than grind out with synergy like with champion and sac-aggro) to the cube yet, mostly because I feel I have had to play a lot more with the cube before I know in what way I want to pull it off. Maybe the red deck is where I should do this?
I played an 8-man yesterday friday, and the winning deck was this esper control deck splashing for a thragtusk off aether searcherer. I got to play against it and it was pretty tight, but I was playing a 4-colored durdle deck that couldve been tighter but as cube owner I felt it propper I should try to go really deep (and not always get there ). Toxic Deluge and Damnation proved enough to support for a UB control deck, and Aether Searcherer got to act as a control wincon, which wasn't what I was expecting, so I'm thoroughly happy with slotting it in. Good card to cheat in, and good enough for control if you get enough of a value pick. The variance might be its doom down the line but right now both me and my drafters seem to like it.
One player, the store owner who also manages a cube, had a naya beatdown deck. I didn't get to see it in too much detail, but he faced of the 2nd place Gruul Ramp player where I said he felt he didn't have a way to interact with the ramp players really big spells? He had Huntmaster and Bloodbraid Elf to bridge him into Staff of Nin and Steel Hellkite next to Avenger of Zendikar. I think I had someone else play the Duplicant I added but all my big tinker targets saw play outside of cheating decks! The Gruul player managed to snag up every ramp spell I had in the cube I think as well as some mana rocks, so it was an incredibly tight deck.
I'm unsure what the problem was in terms of its speed versus the other decks (according to the Naya player), I think it might've been that it was just a lot of mana dorks and ramp that was played into some really good cards, but the Naya player noted that he felt he didn't have a way to answer the really big plays. Possibly I'll try to add back more naturalize cards as well as bringing back some more low-cost instant speed burn. Maybe it's time to bring in path sword and bolt?
Another player who have been playing UR in the drafts noted that he thinks red is kind of weak now? I think it has more to do with there not being enough of direction within red, something to anchor you in. Surprisingly he also thought ash zealot was underperforming?
I was thinking of running some of these cards (the noble is a 2nd one) as my red-tempo suite.
To-Do List:
Where those decks are fun is where the aggro-combo player is positioning for the knock out strike, and the other player has to advance their game plan, while skillfully playing around the knock out turn. Where they aren't fun is where they really condense the game down to a race, making the games stressful and linear.
I'm not really sure in what way I'd like to add combo aggro (in the sense that you set up for a one turn kill rather than grind out with synergy like with champion and sac-aggro) to the cube yet, mostly because I feel I have had to play a lot more with the cube before I know in what way I want to pull it off. Maybe the red deck is where I should do this?
Esper AetherTusk Control
I played an 8-man yesterday friday, and the winning deck was this esper control deck splashing for a thragtusk off aether searcherer. I got to play against it and it was pretty tight, but I was playing a 4-colored durdle deck that couldve been tighter but as cube owner I felt it propper I should try to go really deep (and not always get there ). Toxic Deluge and Damnation proved enough to support for a UB control deck, and Aether Searcherer got to act as a control wincon, which wasn't what I was expecting, so I'm thoroughly happy with slotting it in. Good card to cheat in, and good enough for control if you get enough of a value pick. The variance might be its doom down the line but right now both me and my drafters seem to like it.
One player, the store owner who also manages a cube, had a naya beatdown deck. I didn't get to see it in too much detail, but he faced of the 2nd place Gruul Ramp player where I said he felt he didn't have a way to interact with the ramp players really big spells? He had Huntmaster and Bloodbraid Elf to bridge him into Staff of Nin and Steel Hellkite next to Avenger of Zendikar. I think I had someone else play the Duplicant I added but all my big tinker targets saw play outside of cheating decks! The Gruul player managed to snag up every ramp spell I had in the cube I think as well as some mana rocks, so it was an incredibly tight deck.
I'm unsure what the problem was in terms of its speed versus the other decks (according to the Naya player), I think it might've been that it was just a lot of mana dorks and ramp that was played into some really good cards, but the Naya player noted that he felt he didn't have a way to answer the really big plays. Possibly I'll try to add back more naturalize cards as well as bringing back some more low-cost instant speed burn. Maybe it's time to bring in path sword and bolt?
Another player who have been playing UR in the drafts noted that he thinks red is kind of weak now? I think it has more to do with there not being enough of direction within red, something to anchor you in. Surprisingly he also thought ash zealot was underperforming?
I was thinking of running some of these cards (the noble is a 2nd one) as my red-tempo suite.
To-Do List:
- Give more incentive to run red, possibly by giving red a combo-esque feel
- Be on the look out if the small decks need more ways to interact with the big decks
- See if I should add more red burn
- Possibly break singleton on Hordeling Outburst to support red tokens better, purphoros in particular, as well as powering up the delver decks that have been popular. Since I cut some of the other undying-esque creatures and added more sweepers I think it can be safe to run some more army-in-a-cans.
- Look into maybe adding more reanimation spells? Or big black reanimation-creatures, right now it looks like people aren't really putting a dedicated reanimator deck together which I'd like to see have been done at least once.