New list: http://www.cubetutor.com/cubeblog/99585
Welcome to the Future Cycle cube! Drawing from Time Spiral design ideas and Amonkhet/Innistrad graveyard themes, this is a very low-powered format designed around Deserts. The culmination of many Cubetutor prototypes, I am preparing to buy this cube within a few days.
Cubetutor link: http://www.cubetutor.com/cubeblog/90917
Deserts are the backbone of the format, serving many defining purposes. The Desert lineup:
-3 each of the monocolored "Sac Deserts": Ipnu Rivulet, Ramunap Ruins, Shefet Dunes, Ifnir Deadlands and Hashep Oasis
-3 each of the monocolored Cycling Deserts (Desert of the Indomitable, etc.)
-10 Painted Bluffs
-3 Cradle of the Accursed
-2 Dunes of the Dead
-1 Scavenger Grounds
Graveyard themes such as land recursion, sacrifice and Cycling/discard-matters are natural extensions of Deserts. Cards that sacrifice permanents such as Lunarch Mantle help bridge the gap from lands to artifact and creature sacrifice, while the Zombie token-making Deserts support a BUw Zombies theme. Undead Alchemist, Brain Freeze and other cards that mill target player contribute to both self-milling for value, and the possibility of decking the opponent.
The other major ramification of a Desert manabase is color screw, and its mitigation. Efficient fixing lands are excluded to so that Deserts have room to breathe, and this results in consistent 2-color decks being something you have to work for. True 3-color is nigh impossible but clever splashes through Aftermath, Cycling and Emerge cards are often used. Painted Bluffs, Chromatic Star and other universal fixers aid in this. While at first glance Painted Bluffs is very weak they actually go quickly here, because everyone needs fixing and more fodder for their Sac Deserts.
On to archetypes! Here they are by color pair:
WU: Lantern/Prison, Embalm Control
WB: Tokens/Sacrifice
WR: Artifacts, Go-wide Aggro
WG: Deserts, Counters
UB: Zombies Mill
UR: Storm, Artifact Combo
UG: Self-mill/Desert Sacrifice Combo
BR: Madness Aggro, Sacrifice
BG: Counters Aggro
RG: Deserts Aggro, Sacrifice
I'm feeling pretty good about most of the guilds, but BG and RG could use a little polishing. The aggressive decks in this format are more midrange than in most cubes; they are about a reach plan rather than killing them early. RW and RB, the other aggressive pairs, have clearly defined identities, but BG and RG are a little trickier, with vague counters and sacrifice themes. I'm looking to refine them a little by trimming redundant cards while giving them more generalized cards to improve pivoting.
Some sample decks:
Welcome to the Future Cycle cube! Drawing from Time Spiral design ideas and Amonkhet/Innistrad graveyard themes, this is a very low-powered format designed around Deserts. The culmination of many Cubetutor prototypes, I am preparing to buy this cube within a few days.
Cubetutor link: http://www.cubetutor.com/cubeblog/90917
Deserts are the backbone of the format, serving many defining purposes. The Desert lineup:
-3 each of the monocolored "Sac Deserts": Ipnu Rivulet, Ramunap Ruins, Shefet Dunes, Ifnir Deadlands and Hashep Oasis
-3 each of the monocolored Cycling Deserts (Desert of the Indomitable, etc.)
-10 Painted Bluffs
-3 Cradle of the Accursed
-2 Dunes of the Dead
-1 Scavenger Grounds
Graveyard themes such as land recursion, sacrifice and Cycling/discard-matters are natural extensions of Deserts. Cards that sacrifice permanents such as Lunarch Mantle help bridge the gap from lands to artifact and creature sacrifice, while the Zombie token-making Deserts support a BUw Zombies theme. Undead Alchemist, Brain Freeze and other cards that mill target player contribute to both self-milling for value, and the possibility of decking the opponent.
The other major ramification of a Desert manabase is color screw, and its mitigation. Efficient fixing lands are excluded to so that Deserts have room to breathe, and this results in consistent 2-color decks being something you have to work for. True 3-color is nigh impossible but clever splashes through Aftermath, Cycling and Emerge cards are often used. Painted Bluffs, Chromatic Star and other universal fixers aid in this. While at first glance Painted Bluffs is very weak they actually go quickly here, because everyone needs fixing and more fodder for their Sac Deserts.
On to archetypes! Here they are by color pair:
WU: Lantern/Prison, Embalm Control
WB: Tokens/Sacrifice
WR: Artifacts, Go-wide Aggro
WG: Deserts, Counters
UB: Zombies Mill
UR: Storm, Artifact Combo
UG: Self-mill/Desert Sacrifice Combo
BR: Madness Aggro, Sacrifice
BG: Counters Aggro
RG: Deserts Aggro, Sacrifice
I'm feeling pretty good about most of the guilds, but BG and RG could use a little polishing. The aggressive decks in this format are more midrange than in most cubes; they are about a reach plan rather than killing them early. RW and RB, the other aggressive pairs, have clearly defined identities, but BG and RG are a little trickier, with vague counters and sacrifice themes. I'm looking to refine them a little by trimming redundant cards while giving them more generalized cards to improve pivoting.
Some sample decks: