I thought about which changes I could make to support it and cut it for another mana rock instead.maybe try a 2nd scepter? idk. it seems like it's conflicting w cost reduction cards like blasphemous, become immense, stoke the flames
scepter would also guide you to do things like run terminate over dreadbore if you want to support it
feels to me like the effects of trying to support it might hurt elsewhere, like maybe supporting scepter needs to be a starting point for a cube, not a little cute side thing
Tinkered with a few drafts.
I very much dislike Augur of Bolas, as he usually reads: "Look at the bottom 3 cards of your library."
I also dislike aether vial in cube; I think it's a trap card considering how narrow it is, and how useless it sometimes is even in those decks.
I like the ability to keep getting back time-warp for a long-game finish in this deck, either by flickering E-witness, or bouncing her via venser/Man o' war.
Nice deck! That's what Time Warp is in there for, the 'hidden' Taking Turns archetype. Do you think this deck would have been interested in bouncelands? You didn't pick up any but I feel like they'd enable mana development late-game.
OUT: augur, vial
IN: Cloud of Faeries, Palladium Myr
GW Eldrazi lands!I'm also unsure about Titania's place in a cube without fetchlands. I goldfished a little and she was very underwhelming; anyone have other green fives they like for this environment? She's good with Knight, Gitrog, the two Evolving Wilds, and not a lot else. The alternative is to add more stuff like Buried Ruin, Horizon Canopy, and Krosan Verge to further support GW Eldrazi. I could also run a couple of Tectonic Edge, but I'd prefer to avoid that for now at least.
Other green 5s I might run instead:
All three will come out. Hermit is the last vestige of a werewolf theme I rejected; Sygg I have no excuse for.Its kind of insane that blue producing bouncelands were first pickable cards there, at least for a while.
Looking at the draft charts is interesting. Quirion ranger is way too low power for this format. You really want that card for value untap strategies. Hermit of the Natterknolls and sygg, don't have decks?
Yeah, this surprises me. Maybe there's not enough land-based ramp, and people are being discouraged away from it by the idea that they'll have six mana with five lands out? I think that's spurious; card is a house. Stays in.Dragonmaster outcast being passed is interesting, which suggests that there isn't really a R/x ramp deck? Or at least not one interested in a 1 drop. Thats a card that I think of as R/G.
I think you're actually right, thanks!Fires of yavimaya also probably too weak, as is anax and cymede.
Note taken. In my test drafts I agree.Spikeshot elder is a card really for a specific type of R/G deck, interested in using auras as part of a "power matters" theme. Probably not strong enough for this format.
It hits an awful lot so that's surprising to me. Stays in for now.Dead weight being passed is interesting, probably looks too limited?
There's no big artifact deck, but I tried to replace it with the Swans/Reckoner combo archetypes, which are more suited to midrange and control strats. Can't say without gameplay how well they work but I'm hopeful. It's funny you say this because I have a hard time not falling into RW midrange in my cubetutor drafts! That's probably just me though.Boros garrison being passed is super interesting. I'm guessing you don't have the big artifact deck from the penny cube, and R/W is aggro, with no midrange deck. Orzhov basilica is a wheeler too (of course, B/W is horrible to design for, even shambling vent is wheeling).
I'd like to support it further rather than cut it; it's a pet card but a surprisingly potent one.Skaab ruinator, wheeling probably because not enough gy interactions? This seems weird to me.
Whisper comes in; I'm running Underworld Connections over Arena right now as a slightly weaker version that's stronger with the land-untap effects. I'll see what else I can do with the supporting cast in and the control options in .Grenzo is wheeling because there probably isn't a big Rakdos deck: add?
I don't really like either of those, to be honest, although Epiphany is a little more my speed than Favor. I think I'll put Sphinx's Rev back in and try out Dragonlord's Prerogative (Opportunity with thematic upside) or Pore over the Pages to flesh out the free spell theme. Peregrine Drake>Pore>combo off seems good so I'll try that first.[...]I thought initially that maybe blue draw and cantrips were suffocating out the other color's ability to play a control role, but blue card advantage draw is actually quite anemic.
Maybe consider
Earlier, I thought about and then rejected Shamanic Revelation, going with the eternal witnesses and gravepulses. I might try straight Harmonize, it'll be good here.I think I like the genesis choice, providing that it isn't outpowered. It would be nice to have more green card advantage options. You could also consider a reclaim or regrowth or maybe nostalgic dreams.
It's pretty obviously not there yet, but I like the skeleton and think it could grow to become a solid Cube. Hopefully it'll make the final 4 and Wizards will do some work on it and make it more elegant. If not, I think it's the kind of cube I'd be happy to work on/refine every now and then until I want to build it in paper.How do you feel about it at this point?
Just wanted to add that storm combo is probably way more reasonable to flesh out in your list than it is in mine. Lower power formats tend to struggle with good disruption (this is why storm was always so obnoxious in pauper) and with a greater proportion of your cards able to be rares or mythics, you should be able to address these decks in a much more reasonable manner.
- Storm combo is real. Drake untap storm is powerful, it's possible to go off with a finite 'classic' storm engine (although getting to 8 Storm before Brain Freeze gets tricky and sequencing was critical), it's possible to interrupt storm (Jaya Ballard across the table was intimidating af, my Time Spiral got M Snaked in the middle of a combo and I lost two turns later to a Kiora ult), it's possible for a drake storm deck to win with ETB flickers instead of Drake mana (I cantripped, drew Helicopter Parents, cast them, and made 10 thopters over the course of two turns with M Wall recursion).
- Ramp is real. Control decks regularly hit eight mana, and against the Junk and Temur ramp decks I played they were dropping big haymakers on t4/5.
- Control decks can realistically cast their 7+mana finishers without artifact ramp and expect them to run train against midrange. I piloted a very fun Esper list that would basically stall and play for value until it could cast Ugin and put the game away. It was totally unable to beat solid aggro decks, which was reassuring.
Are these the formats the best smallpox has ever been // its way too good?
Yes, thanks! :3Was that vicious enough?
changes in bold said:A Cube's metagame is heavily reliant on its mana fixing. I've taken the Ravnica bouncelands and designed a format around their plentiful availability, drawing from Pauper constructed and RDG limited but at a slightly higher power level. I break singleton once in each colour for unique cards which enable multiple archetypes and have gestalt synergy with themselves.
Bouncelands provide mana superiority for control decks, a way out of land screw for midrange, and a threshold to get under for aggro. KTK's manabase design, with its fast 2-colour decks and slower but stronger shard decks inspired my land section. In concert with the various untap effects in the cube they allow for 'burst' mana ramp, early finishers, high-octane X spells, and enable a number of powerful combo strategies (including Storm) in a variety of colours.
White cares the most about small creatures, Human tribal, and permanent types, with a Cataclysm subtheme for aggressive or midrange decks to use against anything slower than themselves. White's duplicate is Thalia's Lieutenant, establishing it as the most aggressive colour and heaviest source of Human tribal.
Blue cares the most about burst mana, with 'free' spells like Peregrine Drake, Pore over the Pages, and even the mighty Palinchron. It's also the colour of card selection, reactive control, and uses looters to interact with the graveyard. Blue's duplicate is Frantic Search, which does all of this at once.
Black uses recursive creatures to fuel aggressive and sacrifice-themed decks, but it's also the colour of reanimation, discard, and sorcery-speed control. Discard lets aggressive decks 'go under' control and interfere with combo, and symmetrical sacrifice effects are anything but. Black's duplicate is Bloodsoaked Champion, a Human beater that exhausts opposing removal and provides sacrifice fodder.
Red cares the most about wide battlefields, whether via token strategies or multiple cheap creatures. There's also a potent Big Red / Daretti deck that uses artifacts like Gauntlet of Might and Pyromancer's Goggles to create huge swing plays or finish the opponent with a massive Fireball. Red's duplicate is Young Pyromancer, connecting the tokens theme with spells-matter.
Green is the colour most concerned with ramp. Whether it's using Exploration effects to minimize the downside of bouncelands or more traditional tools like Cultivate and Wild Growth, Green has the quickest access to the beefiest creatures. It's also concerned with graveyard recursion and snowballing value, so Green's duplicate is Eternal Witness.
The colourless section provides mana acceleration, fixing, and a small but relevant Eldrazi package which gives additional deckbuilding space to any colour combination, although the land subtheme in GW makes it a frequent home for Eldrazi decks. There are spellbombs, baubles, and powerful Eldrazi titans for the biggest (or cheatiest) decks in the format. The colourless duplicate is Thought-Knot Seer.
The gold slots support the themes outlined in the monocoloured sections while also providing splashable value, powerful finishers, and a cycle of powerful and deck-defining three-colour cards. A number of combo archetypes add depth to the environment. Thank you for your consideration.
487 words said:A Cube's metagame is heavily reliant on its mana fixing. I've taken the Ravnica bouncelands and designed a format around their plentiful availability, drawing from Pauper constructed and RDG limited but at a slightly higher power level. The heavily ETB-leaning manabase is inspired by KTK's design, which divided decks into aggressive two-colour builds and slower but stronger 3+ colour decks. of colours. Faster mana fixing is provided in one-shot form to reinforce this dichotomy.
In concert with the various untap effects in the cube, bouncelands allow for 'burst' mana ramp, big finishers, high-octane X spells, and enable a number of powerful combo strategies (including Storm).
I'm also running two copies of one card per colour to add texture to the draft environment. These are unique in the Magic card pool, enable multiple archetypes, have gestalt synergy with themselves. They're not essential to build a deck in the colour, but they'll lead to powerful synergistic decks.
White cares the most about small creatures, Human tribal, and having multiple permanent types, with a Cataclysm subtheme for aggressive or midrange decks to use against anything slower than themselves. White's duplicate is Thalia's Lieutenant, establishing it as the most aggressive colour and heaviest source of Human tribal.
Blue cares the most about burst mana and untapping lands. It's also the colour of card selection, reactive control, and uses looters to interact with the graveyard. Blue's duplicate is Frantic Search, which does all of this at once.
Black uses recursive creatures to fuel aggressive and sacrifice-themed decks, but it's also the colour of reanimation, discard, and sorcery-speed control. Black's duplicate is Bloodsoaked Champion, a Human beater that exhausts opposing removal and provides sacrifice fodder.
Red cares the most about wide battlefields, whether via token strategies or multiple cheap creatures. It also cares about noncreature spells, with Prowess and Welder subthemes. Red's duplicate is Young Pyromancer, connecting the tokens theme with spells-matter.
Green is the colour most concerned with ramp. Green has the quickest access to the beefiest creatures, but it's also concerned with graveyard recursion and snowballing value, so Green's duplicate is Eternal Witness. Witness also gives redundancy to the many buildarounds in the cube without needing to run multiple copies of much narrower cards.
The colourless section provides mana acceleration, fixing, and a small but relevant Eldrazi package which gives additional deckbuilding space to any colour combination, although the land subtheme in GW makes it a frequent home for Eldrazi decks. There are spellbombs, baubles, and powerful Eldrazi titans for the biggest (or cheatiest) decks in the format. The colourless duplicate is Thought-Knot Seer.
The gold slots support the themes outlined in the monocoloured sections while also providing splashable value, powerful finishers, and a cycle of powerful and deck-defining three-colour cards.
Shard/wedge theatres: UBR cheatz, RUG storm, WUR artifacts/spells-matter, RBG sacrifice, BUG graveyard value, RGW ramp, WUB control, WUG large creatures/Eldrazi, WBG small creatures/Eldrazi, RBW sacrifice.
Thank you for your consideration!