General Fight Club

I would really fill out your 2cc counter section before including any 3cc counters besides exclude. In most cubes 2cc counter spells aren't really back breaking and they sorta self moderate in volume as they lose some of their usefulness in later turns. It's also just nice because the 3cc ones are really rarely splashable.


I played Vex in a constructed deck over rewind so I could win more matches against the Krarak-Clan Ironworks deck, so I don't feel like I should comment on Arcane Denial.
 

CML

Contributor
I couldn't include enough quality blue counters at 2 without the 4x rune snag. it's a relatively low-power card that wheels a lot, and that's bad design on my part, but on the other hand the guy who gets all 4 is doing well for himself, so that's a self-correcting mechanism that's good design, but i might be using that as an excuse for it to be bad design in general.

there are too many damn blue spells that cost 3 for me to want to run more than a handful of 3-mana counters. it's not like i'm cutting frantic search compulsive research thirst for knowledge vendilion clique sea gate oracle and that cramps my style there, especially since the blue decks need a lower curve to battle aggro satisfyingly. personally like forbid and dissolve but there are ~8 choices that are roughly as good, and what annoys me is that this is not true for the 2-mana counterspells. arcane denial fucking sucks.

anyone really tried mana drain? very curious about that one, actually
 

Chris Taylor

Contributor
I couldn't include enough quality blue counters at 2 without the 4x rune snag. it's a relatively low-power card that wheels a lot, and that's bad design on my part, but on the other hand the guy who gets all 4 is doing well for himself, so that's a self-correcting mechanism that's good design, but i might be using that as an excuse for it to be bad design in general.

there are too many damn blue spells that cost 3 for me to want to run more than a handful of 3-mana counters. it's not like i'm cutting frantic search compulsive research thirst for knowledge vendilion clique sea gate oracle and that cramps my style there, especially since the blue decks need a lower curve to battle aggro satisfyingly. personally like forbid and dissolve but there are ~8 choices that are roughly as good, and what annoys me is that this is not true for the 2-mana counterspells. arcane denial fucking sucks.

anyone really tried mana drain? very curious about that one, actually

It's either counterspell or horribly broken, I wouldn't try it
 

FlowerSunRain

Contributor
Mana drain was stupidly powerful in early magic when there wasn't anything worth ramping into.

In current Magic where 6 drops totally take over the game, its just awful.

I have not played it in cube, but knowing how good it was when the worst you could do was play a clockwork beast leads me believe I don't have to.
 

Onderzeeboot

Ecstatic Orb
Ok, I'm supporting an enchantment theme in white, black and green, and I want at least one enchantment in each of the 3 guild colors. So far I've got.



What should I run in Selesnya colors?



Also, what should I cut from my current line-up to make room for those?

 

FlowerSunRain

Contributor
Well, Armadillo Cloak kicks the most ass, Mirari's Wake does the dumbest stuff and Glare of Subdual makes the most people want to jump off a building, so it depends on what direction you're going with. I run Wake and Cloak. I've never played Sterling Grove, but my enchantments are generally not build around so a tutor isn't the direction I'm going for. Karametra, god of harvests could be an option I suppose.

Definitely play Grim Guardian, that card is way better then one might think.
 

Jason Waddell

Administrator
Staff member
I'd jam Sundering Growth in a mono section. Artifacts and Enchantments rarely need to be killed on Turn 2, making the card fairly easily castable in decks without both Selesnya colors.
 
Wild nacatl for having a higher ceiling, more flexibility, not being a dirty blocker in a color where blockers are awkward, and generally more exciting. Pushes G/x aggro decks and FEELS green. I've never been a kird ape fan. Not a nacatl fan either, but I'd play her over the ape.
 

Onderzeeboot

Ecstatic Orb
For my new tri-color cube based on Jason's article I'ld like to include a planeswalker for each supported guild. Which one do you guys reckon plays the best for Izzet (part of Grixis and Temur)?

vs.
 

Chris Taylor

Contributor
Honestly if Artifacts are around to be stolen Dak seems insanely strong (probably too much so).
Unless you want an enchantment that just loots, I'd go with Ral Zarek
 

Onderzeeboot

Ecstatic Orb
I was planning on an artifact subtheme in Grixis colors, conveniently in Dack's own colors, but you guys are probably right about Dack's power level.
 

Eric Chan

Hyalopterous Lemure
Staff member
Yeah, Dack Fayden seems very swingy based on whether or not artifacts are prevalent in your environment - a little bit of the Baneslayer versus Doom Blade type of swinginess, which I think most people aren't a fan of.

I currently run Ral Zarek, and while he's not the strongest planeswalker by any stretch, he's more than fine for UR control decks. I sometimes wonder if I'd be better off running this guy instead, though

 

FlowerSunRain

Contributor
I don't like any of those red/blue cards.

Dack is just stupid. If he's stealing shit, he's mindnumbingly powerful. If there is nothing to steal, he's still ridiculously good. A twice as efficient, hasted merfolk looter is absolutely no joke.

Ral is just an unfocused mess. He's reasonable, but I generally want my 4 mana cards to have some sort of plan.

Keranos is a 5 mana arena with couple of upsides. Again, its reasonable, but not really where I want to be.

The only red/blue card I currently run is gelectrode and I'm certainly not married to it.

I do contemplate running Blast of Genius for laughs with Blasphemous act and delve cards.
 

FlowerSunRain

Contributor
vs

These cards aren't being compared due to being comparable. I don't want these cards in the same environment for what should be obvious reasons. Everything else being equal, what is more attractive to you, Loam's Graveyard engine ability or Wasteland's honesty enforcement?
 

Eric Chan

Hyalopterous Lemure
Staff member
I don't know what utility lands you run, but I feel like a handful these are more than fine, when it comes to acting as the greed police:



Wasteland is a game-changer, and not in a good way, imo. It does give your environment a Legacy-like feel, as far as not being able to cast anything on turn two, but I don't know that every cube needs to have their players worry about having their Underground Seas blown up immediately.
 
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