If Glare were a single color, I'd find room. But I don't like it more than the GW cards I'm currently running. It's a sweet card though and I do have a copy of it (probably a play set).
I have solifuge, burning-tree and I think I have a slum lying around too. But sadly, these guys are not really all that interesting so that is why I'm not running them (Solifuge could probably get in being that I run hybrids in mono color sections though).
I may cut Tinker. I really like it but I have plenty of stuff I could run there. Anything you suggest? I might throw
Willbender back in just because that card can be such a cool morph flip. I'm open to other ideas though. What do you guys think about
Dictate of Kruphix? Seems good in tempo.
Great question on what my cube goals are. At a high level, it's just to provide a fun gaming environment with a little bit of everything from Magic's history. I want to include new mechanics but also some old favorites as a couple of my players are/were old school players (from Alpha actually).
This is currently the 4th iteration of the cube. Here is the history and what feedback I can give you about each phase of it.
1. First version was a 450 cube modeled after Tom Lapille's list. It was dragony, had a high curve and was not well put together (Green was just plain BAD). Despite that, it led to some of the most fun I've had playing Magic. It hooked me on this format honestly. This version didn't live long because I started really researching cube and ultimately found MTGS.
2. Second version was also 450 and was a much more modern cube (much higher power level overall). It was a pretty standard MTGS power-max cube running all the usual suspects. No power nine, but it had all the other broken stuff in it (balance, recurring nightmare, etc.). This cube didn't last long either. The biggest issue was I never had 8 drafters, so the cube didn't draft all that well. I decided it was too big and chopped it down.
3. Third version lasted a long time and is the one I have the most data for. It was 405 and was semi-powered (just the moxen). It was a tighter list than the 450 and had a CMC below 3 (so more aggro friendly though still not aggro pushed). This cube drafted really well even with as few as 4 players. It also played well (at first anyway). After awhile though, guys caught on to the "winning" engines and a lot of the creativity in drafting was lost. You started seeing the usual suspect decks over and over (recurring nightmare, reanimator, goodstuff.dec (usually running 4 colors - I hate this deck with a passion), token.dec, equipment.dec, ramp.dec, Uxtempo.dec). This is where the wheels came off a bit and some of the most offensive cards started to really show their degenerate nature (Jitte for example). I started wondering if there wasn't a better way to build a cube that would bring things back to the more random fun we had when we first started playing. That idea didn't find any traction on MTGS, which ultimately led me to Riptide.
Version 4 (current version) has not been played (outside me doing simple tests against myself), and has probably 100 card changes from the last version. Some of that is gutting the degenerate cards, the rest is trying to remove straight value cards and add more interactive type cards. I've decided that I want to try and balance arch type support with just random synergy. I don't really want specific decks to be optimized. By that I mean, I don't want all the nut high reanimator package pieces to be so plentiful that this deck will always come together or come together in such a way that it becomes super powerful (like a constructed reanimator deck). Because at least with my group, that is hurting some of the creativity. Why experiment with weird card interactions when you can just make ramp.dec and win? I can't (and don't want to) stop guys from making a reanimator deck or a mana elf ramp deck (I love both decks). I simply want to pull the overall power level down to a place where a random synergy deck that isn't necessarily "textbook" can still compete with the "tried and true" arch types. I hope that makes sense.
In summary, I will almost always prioritize interesting cards with high ceilings (that can be unlocked with simple synergies) versus self-contained powerful cards.
Karmic Guide over
Baneslayer Angel for example.
Genesis over
Kalonian Hydra.
Haakon, Stromgald Scourge over
Hypnotic Specter. You get the idea. That's not to say I don't run some big dumb beater types (guys like those so I have some), but most of my card selections are more about interactions over power. Again though, I'm not trying to specifically add "packages" or two-card combos (even if I have a few supported). That's not the primary focus. It's more about strong cards that have various ways to interact.
I want a lot of this to be organic though. I don't want a flat power curve but I'd like to smooth it out some. I still want swingy moments (because coming back from sure defeat is an exciting thing if not in excess - I think I keep leaving Bonfire in there because this card does the "luck sack" moment really well and it fits Red's flavor). Part of cube is also nostalgia and just being able to tickle personal fancies. Like my requirement to have at least one hydra in my cube no matter what (I just like hydras). I also highly regard art, so if one card is weaker than another similar card but the art is better, it will get the slot (
Geist-Honored Monk vs
Cloudgoat Ranger for example).
All this is a bit directionless in a way and thus a difficult thing to explain or balance. To add to the difficulty of this exercise, my group has sort of disbanded (key players moved away) and that means this exercise is largely theoretical. Right now anyway. And so I value any input I get here especially about specific cards I'm thinking of running because I most likely won't get a lot of experience with them myself.