Hi guys,
I've been tinkering with a grid cube since Chris posted his epic thread a couple of months ago. The current draft can be found here:
http://www.cubetutor.com/viewcube/70642
I've definitely taken some pointers from Chris's designs, and I've gotten some feedback from him on this project. I'm getting surprisingly frustrated at developing this idea...mostly due to the range of strategies I'm trying to support within such a small card pool.
Rough Archetypes:
UB: Skies, Ooze Value
UR: Super Friends, Spells-Matter
UG: Proliferate Ramp, Counters-Matter Tempo
BR: Aggro/Sacrifice Tokens, "Sneak Attack" Reanimator
BG: Value Recursion, Token Buff
RG: Berserkers, Ramp
Trying to balance the counters theme alongside the graveyard theme of Apprentice Necromancer and Necrotic Ooze has also been a challenge.
I had my first test run of the grid a few days ago, and the decks were very interesting, competitive, and dynamic. The two winning decks were:
That edged out a Gruul Bersekers deck (primarily due to a greedy misbuild). Ooze was great at adding value as an additional necromancer. I was a fatty shy of having a true haymaker reanimator deck and rather this came out a lot grindier than I was aiming for.
and
That went to 5 games against a Rakdos Token deck. This deck came out with some big plays revolving around growing Everflowing Chalice and winning via X-Spell. The planeswalkers felt very fair during each appearance, and they rarely lasted more than a couple turns.
All in all I feel like the list is off to a good start, but there's a lot of room for improvement. Thanks for looking!
I've been tinkering with a grid cube since Chris posted his epic thread a couple of months ago. The current draft can be found here:
http://www.cubetutor.com/viewcube/70642
I've definitely taken some pointers from Chris's designs, and I've gotten some feedback from him on this project. I'm getting surprisingly frustrated at developing this idea...mostly due to the range of strategies I'm trying to support within such a small card pool.
Rough Archetypes:
UB: Skies, Ooze Value
UR: Super Friends, Spells-Matter
UG: Proliferate Ramp, Counters-Matter Tempo
BR: Aggro/Sacrifice Tokens, "Sneak Attack" Reanimator
BG: Value Recursion, Token Buff
RG: Berserkers, Ramp
Trying to balance the counters theme alongside the graveyard theme of Apprentice Necromancer and Necrotic Ooze has also been a challenge.
I had my first test run of the grid a few days ago, and the decks were very interesting, competitive, and dynamic. The two winning decks were:
Creatures (14) 2 Heir of Falkenrath 1 Apprentice Necromancer 1 Blood Artist 1 Feldon of the Third Path 1 Crater Elemental 1 Weaponcraft Enthusiast 1 Doomed Necromancer 1 Necrotic Ooze 1 Murderous Redcap 1 Triskelion 1 Spitebellows 1 Gurmag Angler 1 Scion of Darkness Instants (3) 1 Tragic Slip 1 Blast from the Past 1 Murderous Cut Sorceries (4) 2 Blackmail 2 Faithless Looting Enchantment (2) 1 Quest for the Gravelord 1 Diabolic Servitude | Lands (17) 2 Evolving Wilds 1 Rakdos Carnararium 6 Mountain 8 Swamp |
That edged out a Gruul Bersekers deck (primarily due to a greedy misbuild). Ooze was great at adding value as an additional necromancer. I was a fatty shy of having a true haymaker reanimator deck and rather this came out a lot grindier than I was aiming for.
and
Creatures: (8) 1 Thrummingbird 1 Chasm Skulker 1 Eternal Witness 1 Spike Weaver 2 Fatestitcher 1 Mulldrifter 1 Deepglow Skate Instants: (3) 1 Miscalculation 1 Volt Charge 1 Stroke of Genius Sorceries: (5) 1 Clutch of Currents 1 Tezzeret's Gambit 1 Verdant Confluence 1 Savage Twister 1 Crater's Claws Planeswalkers: (2) 1 Jace, the Living Guildpact 1 Ral Zarek Artifacts (5) 2 Everflowing Chalice 2 Ratchet Bomb 1 Vessel of Endless Rest | Lands (17) 2 Evolving Wilds 1 Simic Growth Chamber 1 Izzet Boilerworks 1 Temple of Abandon 6 Island 4 Forest 2 Mountain |
That went to 5 games against a Rakdos Token deck. This deck came out with some big plays revolving around growing Everflowing Chalice and winning via X-Spell. The planeswalkers felt very fair during each appearance, and they rarely lasted more than a couple turns.
All in all I feel like the list is off to a good start, but there's a lot of room for improvement. Thanks for looking!