If you have any diy interest at all, it only takes wood, premade hinges, 4 screws, wood glue, hand saw, measuring tape, and some clamps to make a box. Bonus points if you can get access to a laser engraver for adding some sweet designs to it.
I'm in the same boat. Before I went full retard with customs, my memory of goblin bombardment was that 3(+?) gravecrawlers/bloodghasts were the things that caused it to seem broken.
I like Journey because it lets green decks fight back against removal. But I run a fair amount of incidental artifact/enchantment destruction. If you don't have much, Declaration is probably preferable.
I'm pretty wary of cards that can grow exponentially. At least spawnwrithe has to get damage through in combat. This guy can chill on your side of the field until you put 2 spells together. He also makes a very good turn 4 play if you have a cantrip or other 1 manage spell.
First pick cruel ultimatum. Forgot to put the lands in the decklist, but I have quite a few.
www.cubetutor.com/cubedeck/536247[/url]"]
Ones
1 Executioner's Capsule
Twos
1 Baleful Strix
1 Night's Whisper
1 Phantasmal Image
1 Remand
1 Talisman of Impulse
1 Talisman of Indulgence
Threes
1...
I can only speak for myself, but when this thread first got started, I did quite a few drafts because its pretty entertaining to blindly go through peoples' cubes. However, I don't actually have a cube that people can draft which sorta disrupts the flow of things. I can start doing more drafts...
So, I really like this as an alternative to normal magic drafting or sealed. However, as cool as the idea is, it seems like it could be time consuming to implement. I'm assuming it would require some kind of program if you want self updating packs based on the drafter's choices. I can do things...
My first thought is to choose them based off what you think your green section needs more of. Is green having trouble with aggro? or are your mana dorks getting killed to easily? Choose the top two. Do you want green to have more aggressive potential? Do you want green to be less oppressive...
So historically, I've really liked black removal spells that give -X/-X because they allow you to control the critical amount of toughness required for big creatures (read: green creatures) to be hard to kill. However, I also want a little variety in my removal.
There's a lot of fetching...
I got tripped up on this too.
Also, zendikar resurgent feels hella slow. However, enchantments that pump out dudes (as alternatives) are a bit tricky. There's a very fine line between unplayable jank and unkillable token spam (what we all hate about planeswalkers?)
So this got built from a sealed pool in my cube yesterday:
http://i.imgur.com/cBRfX9e.jpg
If this similar to what you all have been trying to construct? Ramp and fatties, but with graveyard/land recursion to provide inevitability and card advantage. (also, the 4 evolving wilds are a bit of a...
unfortunately, we always play sealed (4 people) so cube tutor doesn't do much, especially when I would have to fuss with adding all the customs.
If you want to draft something, just pick anybody who has posted in this thread or maybe Sigh? I know he's been actively trying to shake up his cube...