I've been thinking about the changes I've to the cube. Most of them have been more impactful than I ever thought they would be.
Staff should become a cube staple, at least to the same degree as Young Pyromancer. It's the best card I've found so far to boost a tokens archetype. The reason is that, unlike Goblin Bombardment and other synergy cards, it has a good floor. At worst, it's a Thraben Inspector variant. Sure, it doesn't have the explosiveness of its competitors, but one extra card per turn is a lot of cards. Even if it "just" draws two cards, it's incredible value. It's a fantastic pick and I'm really glad I decided to try it.
Lingering Souls is undercosted, but look. It's a card you can play cheaply from the graveyard. I tried to run Triarch Praetorian only to realize that, at five mana, it's not what graveyard decks want. They are already spending so many resources in filling the graveyard and trying to synergize things that what they need is cheap stuff. And Lingering Souls costs just two mana. That's it. It's a versatile card, it takes only black space (as opposed to a gold slot) and it's more than enough to trigger any token synergies you may have,
I've tried Zuran Orb at least 3 or 4 times and it has always been a dissapointment. It was either completely forced or unplayable, the kind of card you slot in its deck because it wheels around. Well, for whatever reason I now actively seek it. Perhaps it's that I now run Balance and Titania but it has been working out when before it wasn't. Huh.
I didn't expect anything out of double Reanimate other than more broken Reanimator decks and a somewhat leaner cubelist. Yet, their versatily has given smaller, fairer graveyard-based decks a chance. Simply being able to reanimate 4-mana drops for the cost of Unearth opens more options. Reanimator as the Griselbrand-monster is not really that boosted by going from 2 to 1 mana, but Gravecrawler decks apparently are.
Another card that didn't work out when I tried it. For a long time, it was a 3-mana creature removal spell at sorcery speed and which required two colours. That's it. It didn't achieve anything different from a million other removal spells and ended up being cut.
But now it's working. The reason is that the decks that create small decks are now more viable. Being able to blow up any permanent, particularly a land, is great for decks packing Liliana of the Veil, Smallpox and Smokestack. More importantly, it gives an out to those decks that can't run as much removal. It can be difficult to justify a Naturalize effect so running Vindicate may not be the most mana-efficient play, but it is the most efficient card to draft in.
I don't even remember what I cut for it, either, so it mustn't have been very important.
I've been running Cabal Ritual for ages and it has always been bad. While it's good in Storm, and actually gives one more mana, it's practically useless for everyone else. Nanonox suggested to run two copies of Dark Ritual instead and it just works! It actually opens the possiblity to play decks that rely on it to some degree. He suggested the following:
I'll be honest, I would love to run Hypnotic Specter, I'm just not sure it's an actual, playable card.
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I suspect Doomsday allows for one of the most compact Storm packages in cube. However, I just haven't been able to make it work without Thassa's Oracle. The deck existed before it and Laboratory Maniac came out, but I just can't find decklists with example piles anymore. Still, if you don't use Thassa's Oracle, you are probably relying on Lion's Eye Diamond. If it had a secondary combo you could run, I would be fine with Doomsday, but I don't like how it's only useful if you already have two other pieces in your deck.
This is a great, versatile package. However, I'm very short of targets. I have Gaea's Cradle, which is great, and a second copy in the form of Tolarian Academy which may be too powerful for my format. I don't know yet. Either way, they seem a bit narrow. A second Wasteland helps but it's not ideal. I don't want to run Strip Mine, Maze of Ith or other broken stuff, either. I do think Crop Rotation into Shelldock Isle is great, however.
Skullclamp is broken. It's an interesting design but it offers too much for too little. Sadly, Transmogrant's Crown just doesn't work as well and it's not a matter of cost. No, getting a single card or paying 2 instead of 1 isn't the problem. The problem is that the crown is not a sacrifice oulet, meaning you need a third card to get a meaningful effect.
I had to think about this one. Let me start, this is not a self-mill card, per se. It's most similar to a blink payoff (you get activated abilities instead of ETBs) that acts as a payoff for a +1/+1 counters deck. A ton of the stuff you can copy is going to have great uses so that's great. I just wonder how it fits, if it all.