Nice!
May I ask if you have implemented any artifacts + enchantments themes into your cube?
If yes, I wouldn’t mind taking a peek and ask for some advice from you.
I have not, but I'm hoping to! I'll ping you if/when that comes together.
Nice!
May I ask if you have implemented any artifacts + enchantments themes into your cube?
If yes, I wouldn’t mind taking a peek and ask for some advice from you.
I have not, but I'm hoping to! I'll ping you if/when that comes together.
YOOOOOOOOOOOOOOOOOOOOOO
The best one is the one-sided instant-speed Pyroclasm for 3, which already is an acceptable start -- almost too good of one for how much it wrecks aggro, honestly. Even without Foretelling this, you can reasonably cast Delayed Blast Fireball in its 5 damage mode with the dozens of impulse draw effects many of us already play with for 3 mana. I'm not 100% convinced I'll run this yet for its potential oppressiveness with aggro, but it's certainly a compelling piece of cardboard.
Ping me, too. I'm trying to work it right now, but it's unclear if it's going to work. I also don't know which cube I should be focusing on, so it might get no work put into it.I have not, but I'm hoping to! I'll ping you if/when that comes together.
My "reject cube" what I use as my travel cube -- it's only supposed to be 360 cards, making it much easier to manage than my 720, and much less valuable. I ended up with some repeats from my main because I ended up building it in a hurry for an event and didn't want to have to purchase cards solely for the purpose of filling out the curve / hitting the right removal density, but I'm working on de-duplicating it over time. I'll be keeping one exception for lands, since having good mana is valuable to what I like out of cube even if the power level is markedly lower.What a great idea!
Took a look. See a lot of party cards. See a lot of the cards in those tribes. Do people draft party often? Is it a popular and successful deck? I also see format/game type this goes in phases and I didn't check the future phases.
Just what I need. A 17th list in my CubeCobra.My "reject cube" what I use as my travel cube
I can't recommend it enough for all y'all
Yes, correct. In my opinion that is basically how to do creature tribal themes.Took a look. See a lot of party cards. See a lot of the cards in those tribes. Do people draft party often? Is it a popular and successful deck? I also see format/game type this goes in phases and I didn't check the future phases.
Black Market Connections makes me legitimately debate whether or not I should make another "everyone starts with an [insert card here] emblem" cube.View attachment 7026
This one is very similiar to one of my most popular custom cards ever (that I cut when I decided to stop doing customs that didn't do anything format breaking)
I think I will have to try this out simply for that reason. I can imagine getting a 3/2 every turn for 4 turns against a control deck is pretty busted.
Shiiiit.Black Market Connections makes me legitimately debate whether or not I should make another "everyone starts with an [insert card here] emblem" cube.
Shiiiit.
Suicide aggro looks very good.
Life gain becomes relevant.
Death's Shadow is a super draftable deck.
Artifact count can either be easily achieved or slowly trickled out via the emblem.
Removing 2 toughness becomes essential. Having 4 toughness to block 3 power, as well.
Probably has a lot of potential.
please note it’s precombat main phase, not end step or post combat main phase.Shiiiit.
Suicide aggro looks very good.
Life gain becomes relevant.
Death's Shadow is a super draftable deck.
Artifact count can either be easily achieved or slowly trickled out via the emblem.
Removing 2 toughness becomes essential. Having 4 toughness to block 3 power, as well.
Probably has a lot of potential.
I think you'd absolutely want to include life gain, but the capability to create 3/2s and protect them in a longer game will prevent things from going overly long.Even better, games are capped at 20 turns if you don't include lifegain. Which you probably should, but hey, anything to disincentivize super long games.
Oh, that's swellEven better, games are capped at 20 turns if you don't include lifegain. Which you probably should, but hey, anything to disincentivize super long games.
What are you imagining will happen? I feel like the 3/2 isn't too difficult to fend off and it's pretty easy to cater the removal suite to what's going on.Sounds like it'll be super broken to be on the play