Grillo_Parlante
Contributor
List: http://cubetutor.com/viewcube/9492
Note: guildlands are proxies for shocklands
So I was asked in this thread to post my list, and here goes. Its basically a riptide list that’s been tweaked for multiplayer. It mostly revolves around brainstorm based aggro-control decks (U/W artifacts, U/G shardless agent, U/R delver), gravecrawler based graveyard decks (B/G dredge, B/R sacrifice, B/W prison) and scryb ranger based decks (G/x ramp and G/W landfall).
There are a few different flavors of the different decks with different pros and cons. Not everything always comes together as built, which is fine, but that’s the general environment I’m trying to encourage.
Multiplayer Differences
The main thing with the multiplayer games, at least from what I’ve seen, is that there is too much player life for a normal aggro decks to deal with, so my blue section is almost entirely devoted to promoting aggro-control. Blue is really good at doing this, because it can protect a tempo threat if it needs to, but if something goes wrong, it can grind out card advantage to get back into the game. It also has delver of secrets as its one drop, which once flipped, won't be brick walled by a midrange creature. These decks get whatever supporting aggro elements they need from other colors (white two drops, red one drops/burn etc.)
The other thing with multiplayer in our group, is that midrange decks quickly take over, due to planeswalker card advantage, the impossibility of normal aggro to really race them, the general appeal of cool big creatures, and the way I already had nerfed control. I've tried to make midrange fat a two-step process. There are any number of ways one could design a cube to do this, but my solution was to run a large number of innistrad block werewolves in green and red. This way, there is a window in which they can be easily removed, and also the players start interacting with one another to try to get the wolves to flip back, which is pretty fun.
Another issue is ramp decks, which is another popular and easy to build archetype. My solution to that was to diversify the ramp types, and try to include checks. There are eldrazi ramp cards, which give you early blockers against an aggro-control rush, but are vulnerable to pingers, or artifact based ramp, which is more resilient to removal, but more vulnerable to an early rush. Some of the choice green ramp spells, such as harrow, are also wanted by the landfall deck, creating draft competition. Finally, the most powerful ramp effects require card synergy, utilizing scryb ranger as an engine in conjunction with the mana creatures.
So, that’s just a quick summary of the types of problems I’ve run into, and some of the solutions I’ve come up with. Right now it’s pretty fun to play, but I am always experimenting.
Note: guildlands are proxies for shocklands
So I was asked in this thread to post my list, and here goes. Its basically a riptide list that’s been tweaked for multiplayer. It mostly revolves around brainstorm based aggro-control decks (U/W artifacts, U/G shardless agent, U/R delver), gravecrawler based graveyard decks (B/G dredge, B/R sacrifice, B/W prison) and scryb ranger based decks (G/x ramp and G/W landfall).
There are a few different flavors of the different decks with different pros and cons. Not everything always comes together as built, which is fine, but that’s the general environment I’m trying to encourage.
Multiplayer Differences
The main thing with the multiplayer games, at least from what I’ve seen, is that there is too much player life for a normal aggro decks to deal with, so my blue section is almost entirely devoted to promoting aggro-control. Blue is really good at doing this, because it can protect a tempo threat if it needs to, but if something goes wrong, it can grind out card advantage to get back into the game. It also has delver of secrets as its one drop, which once flipped, won't be brick walled by a midrange creature. These decks get whatever supporting aggro elements they need from other colors (white two drops, red one drops/burn etc.)
The other thing with multiplayer in our group, is that midrange decks quickly take over, due to planeswalker card advantage, the impossibility of normal aggro to really race them, the general appeal of cool big creatures, and the way I already had nerfed control. I've tried to make midrange fat a two-step process. There are any number of ways one could design a cube to do this, but my solution was to run a large number of innistrad block werewolves in green and red. This way, there is a window in which they can be easily removed, and also the players start interacting with one another to try to get the wolves to flip back, which is pretty fun.
Another issue is ramp decks, which is another popular and easy to build archetype. My solution to that was to diversify the ramp types, and try to include checks. There are eldrazi ramp cards, which give you early blockers against an aggro-control rush, but are vulnerable to pingers, or artifact based ramp, which is more resilient to removal, but more vulnerable to an early rush. Some of the choice green ramp spells, such as harrow, are also wanted by the landfall deck, creating draft competition. Finally, the most powerful ramp effects require card synergy, utilizing scryb ranger as an engine in conjunction with the mana creatures.
So, that’s just a quick summary of the types of problems I’ve run into, and some of the solutions I’ve come up with. Right now it’s pretty fun to play, but I am always experimenting.