Hey all, this is my cube. We draft it about once a week, usually heads-up, sometimes three or four players. Head to head drafts are done ten packs of ten face-up, which leads to a lot of cutting and countering what your opponent is drafting.
It's my first list, and after a lot of revision I'm pretty happy with the drafts and the games it produces. I feel like it could always be better, though, and if we ever vary the format by adding more players (or simulating it with stuff like glimpse drafting) I'm worried the color and archetype balance might not hold up. Here's what I'm specifically looking for in future cuts/adds:
Keep Aggro Alive
I feel like every time I add a strong card that isn't specifically for fast decks it makes fast decks struggle to keep up. Having huge bombs in the environment like Consecrated Sphinx, Elesh Norn and Sheoldred, Whispering One makes every aggro plan without a fireball to draw into a risky venture.
The density and flexibility of red removal might also be why I worry that aggro has become a trap, or these might be reflections of my own draft profile; I'm a pretty inexperienced player and tend towards removal-heavy control strategies.
In any case, I'm presenting unsolved questions to you lot I've been asking such as, "What supports white aggro without being even better in mid-range or token decks?" and unasked ones like, "please count the cards that screw over aggression to see if there are too many".
There are some design ideas I have that I won't belabor (like the cycles of transforming and two-color planeswalkers and the 'filler' removal alongside to the good stuff). I'd rather show groups of cards the way I think of them.
Favorites
These are all cards where I'm happy that I added them to the cube. Of the cards in my list, these are the ones I would spotlight for possible inclusion in other lists:
Destiny has become a first pick and a reason to go into white. Wargear is just lovely.
Mindshrieker's in both my cube and the other cube I draft. We haven't had this fellow come up in a while, but when he does he usually outperforms his pick order and makes for tight games. More or less the 'blue fireball'.
Plenty of ETB effects and utility creatures worth copying. The most recent target was Grim Poppet.
Blue creatures that hold their own.
Just some black cards that I love.
Demonic Rising has become a staple win condition, near Desecration Demon as a signpost for .
Rabblemaster is often a first or second pick.
Surprise factor is always nice. Best in matchups where removal depends on toughness.
Cute cards.
Some artifacts that have earned their spot.
And now for some of the weaker parts of the cube...
Super Situational Cards
I think it's okay to have a few of these, but they're also candidates for being cut.
Fodder for cheat-into-play decks.
Rarely make it into decks. I have pulled off each of the last two, though, and they are both glorious to see.
Might be better off with Wildfire?
Recent adds.
No-one would miss this.
More Late Picks
In heads up drafts, I'll try and remember to write down first picks and last picks, for science. Here are some barrel-scrapings from the top of my head in the meantime:
Creatures
All basically below average...
Non-Creatures
Nothing essential here or even necessarily in line with what I want from these colors.
Double as discard/yard fill tech, in theory.
Considering cutting this since I've added Sparkmage's Gambit.
Power level's just a bit too low.
Broken Crap
On the other side of the spectrum is the candy, the lottery jackpots, the juiced-up power.
Probably pick one of the whole cube. I keep telling myself, "it dies cleanly to Doom Blade", but that never seems to happen when I play it. Instead it sticks around a turn or two, putting the game effectively out of reach for any opponent.
Amazingly not always first-picked.
The best of the reanimation package.
Other popular first-picks are the huge creatures of green, white and black, wrath effects, acceleration and any-color mana rocks, removal, and auto-include artifacts. It's not clear what would be picked if the first pack had a mox, Solemn Similacrum, Spellskite and Lotus Cobra, for instance. It's also become a competition between a friend and I to take Cultivate and Kodoma's Reach over flashier, probably stronger cards, just for the satisfaction that comes with that level of fixing and fetching.
That's probably enough for an initial tour. Next time we draft it I'll jot down some notes about the drafts, decks and matches, and if I come up with any changes, I'll update with what convinced me. Thanks in advance for reading and your comments.
It's my first list, and after a lot of revision I'm pretty happy with the drafts and the games it produces. I feel like it could always be better, though, and if we ever vary the format by adding more players (or simulating it with stuff like glimpse drafting) I'm worried the color and archetype balance might not hold up. Here's what I'm specifically looking for in future cuts/adds:
Keep Aggro Alive
I feel like every time I add a strong card that isn't specifically for fast decks it makes fast decks struggle to keep up. Having huge bombs in the environment like Consecrated Sphinx, Elesh Norn and Sheoldred, Whispering One makes every aggro plan without a fireball to draw into a risky venture.
The density and flexibility of red removal might also be why I worry that aggro has become a trap, or these might be reflections of my own draft profile; I'm a pretty inexperienced player and tend towards removal-heavy control strategies.
In any case, I'm presenting unsolved questions to you lot I've been asking such as, "What supports white aggro without being even better in mid-range or token decks?" and unasked ones like, "please count the cards that screw over aggression to see if there are too many".
There are some design ideas I have that I won't belabor (like the cycles of transforming and two-color planeswalkers and the 'filler' removal alongside to the good stuff). I'd rather show groups of cards the way I think of them.
Favorites
These are all cards where I'm happy that I added them to the cube. Of the cards in my list, these are the ones I would spotlight for possible inclusion in other lists:
Destiny has become a first pick and a reason to go into white. Wargear is just lovely.
Mindshrieker's in both my cube and the other cube I draft. We haven't had this fellow come up in a while, but when he does he usually outperforms his pick order and makes for tight games. More or less the 'blue fireball'.
Plenty of ETB effects and utility creatures worth copying. The most recent target was Grim Poppet.
Blue creatures that hold their own.
Just some black cards that I love.
Demonic Rising has become a staple win condition, near Desecration Demon as a signpost for .
Rabblemaster is often a first or second pick.
Surprise factor is always nice. Best in matchups where removal depends on toughness.
Cute cards.
Some artifacts that have earned their spot.
And now for some of the weaker parts of the cube...
Super Situational Cards
I think it's okay to have a few of these, but they're also candidates for being cut.
Fodder for cheat-into-play decks.
Rarely make it into decks. I have pulled off each of the last two, though, and they are both glorious to see.
Might be better off with Wildfire?
Recent adds.
No-one would miss this.
More Late Picks
In heads up drafts, I'll try and remember to write down first picks and last picks, for science. Here are some barrel-scrapings from the top of my head in the meantime:
Creatures
All basically below average...
Nothing essential here or even necessarily in line with what I want from these colors.
Double as discard/yard fill tech, in theory.
Considering cutting this since I've added Sparkmage's Gambit.
Power level's just a bit too low.
Broken Crap
On the other side of the spectrum is the candy, the lottery jackpots, the juiced-up power.
Probably pick one of the whole cube. I keep telling myself, "it dies cleanly to Doom Blade", but that never seems to happen when I play it. Instead it sticks around a turn or two, putting the game effectively out of reach for any opponent.
Amazingly not always first-picked.
The best of the reanimation package.
Other popular first-picks are the huge creatures of green, white and black, wrath effects, acceleration and any-color mana rocks, removal, and auto-include artifacts. It's not clear what would be picked if the first pack had a mox, Solemn Similacrum, Spellskite and Lotus Cobra, for instance. It's also become a competition between a friend and I to take Cultivate and Kodoma's Reach over flashier, probably stronger cards, just for the satisfaction that comes with that level of fixing and fetching.
That's probably enough for an initial tour. Next time we draft it I'll jot down some notes about the drafts, decks and matches, and if I come up with any changes, I'll update with what convinced me. Thanks in advance for reading and your comments.