Cube List: http://www.cubetutor.com/viewcube/67510
Hello all! Longtime lurker here, and I've finally got the free time to post a cube thread for my personal project! I've been looking at ideas from a ton of different people on here and it's really made me excited to work on my own, so I'm excited to get some feedback from everyone here. Full disclosure, this cube is entirely theorycrafted right now, as I don't have a playgroup or the cube together currently or in the forseeable future, so I haven't been able to really playtest . Anyway, here's a bit of a writeup on what design strategies I'm working with.
Hello all! Longtime lurker here, and I've finally got the free time to post a cube thread for my personal project! I've been looking at ideas from a ton of different people on here and it's really made me excited to work on my own, so I'm excited to get some feedback from everyone here. Full disclosure, this cube is entirely theorycrafted right now, as I don't have a playgroup or the cube together currently or in the forseeable future, so I haven't been able to really playtest . Anyway, here's a bit of a writeup on what design strategies I'm working with.
- Lower power level to enable more cool shit to happen. This includes removal being slightly worse and the removal of most GRBS.
- Singleton breaks to enable more cool shit to happen
- Flexibility between archetypes
- Modern border only (might end up proxying some cards with new borders that fit too perfectly to exclude)
- No ULD (yet)
Archetype BreakdownsThe Blink Deck Pretty straightforward. Play dudes with ETB effects and bounce or flicker or blink them. All the usual suspects are here, and the main splash color you get is green for more payoffs, though black works with it as well.
Artifacts + Reanimator UB is focused on looting, milling, or cycling away big threats to reanimate them for value, as well as a control package. UB Also shares half of the artifact support with UR for a Grixis artifact deck, and reanimator bleeds into Esper and Sultai as well. It's worth noting that there aren't any truly busted Tinker targets here (usually Mindslaver, Gearhulks, or Metalwork Collosus), so it works as an artifact payoff that isn't as gamebreaking as t3 Inwell Leviathan or Sundering Titan.
Sac n Steal / Madness Vamps BR functions as an recursive aggro deck with the mid/lategame plan of using threaten effects to sacrifice the opponent's creatures for value. Madness and a small amount of vamp tribal lives here as well. Most crossover happens with Green here, creating a grindy Jund 'Em style deck with sacrifice effects or a dedicated madness theme with the madness cards in RG. A slower, staxier RB control build is also an option, with plenty of removal and midrange finishers.
Madness / Pumpspell Aggro
RG can be build as a midrange or aggro deck getting value from being able to madness threats out at instant speed, or as a aggro / combo deck with pump spells and double strike creatures. Crossover into Naya happens frequently as RW has a double strike theme as well, and Jund gets a dedicated madness deck as well.
Enchantress / Tokens The GW deck has the option of going wide with tokens or playing a slower game getting value off of enchantresses and going tall with auras. Can cross over into an Abzan lifegain deck, a Naya tokens or voltron strategy, and any number of GWx enchantress decks.
Gain n Drain / Enchantment Prison WB gets the classic attrition deck with a lifegain slant. Lifegain can be taken in an aggro direction or a slower control variation, which is typically enchantment based. The enchantment control decks cross over into Esper, and the lifegain decks go into Abzan.
Selfmill / Delirium GB is a graveyard value deck that tries to use its yard as a resource and drown the opponent in card advantage. There's a small delirium theme as well, which plays well with the enchantment and artifact themes, and GB can cross over into the Jund value deck or Sultai reanimator / value deck easily. I'm thinking about doing something with the bunch of lands in grave effects I have in here as well.
Draw Go Ramp / Flash Tempo UG is a different take on the typical ramp-into-fatties deck, where you hold up instant speed ramp spells and control cards with the payoff of any number of recursive instant / sorceries or difficult to remove threats and soft loops. UG can dip into Temur for different removal and ramp targets or Sultai for a grindier game.
Artifacts / Spells Matter Recursion UR gets both of its most popular themes, sharing artifacts with RB and UB and spells matter with RW. This particular breed of spells matter focuses on incremental value through instants and sorceries being recurred with on-cast triggers. It can throw some creatures in to get a Jeskai prowess deck going and works with the big mana that UG brings as well.
Equipment / Spells / Tokens This is perhaps my most ambitious theme and the one that will take the most work to get right. Ideally, RW wants to find a mix of prowess/doublestrike creatures, equipment, and pump spells to play an aggro / tempo game. It can be mixed with G for a Naya tokens and pump spells deck, or U for a Jeskai spells and prowess deck.
Monoblack I decided to support monoblack a bit as I already had a lot of the cards for the archetype in the cube already. It can work as an aggro or reanimator strategy that will occasionally splash blue or white.
Other Themes!There's a notable cycling theme in the cube, supported by 2x Astral Slide, 2x Lightning Rift, and 10 fucking copies of Ash Barrens as extra fixing. Cycling gives players decisions to make, smooths draws, reduces nongames, plays well with graveyard interactions, and enables you to play Astral Slide as an archetype, typically in some combination of Naya colors. There are also very loose human, vampire, and zombie synergies in the cube just from the cards that are already there.
Stuff I'm Worried AboutI'm working on narrowing the power band a bit, as it's a little odd having Gideon, Ally of Zendikar and Nephalia Smuggler in the same cube, but I'm hoping that things can work out where individually powerful and synergistic cards can play together in harmony. I'd love any advice as far as individual card choices, draft archetypes, how the curve looks (I know I need more red 2s for example) or even just making some decks on cubetutor would be great. Glad to finally post on this forum and looking forward to being part of the community!