Jason Waddell's Cube

i think i was blinded by the idea of turn 3 birthing pod and then i cut 2 of the pods lol

also yeah you're right about the canopy thing it just didnt come naturally to me as i havent played w/ the card outside of constructed
 
I agree it's not a permanent sac outlet but its really good. It targets players too so not embarrassing vs flame slash. I like it a lot.

For your zombie theme, how about :)



I think the other red sac outlets are too expensive for your cube.
 

Jason Waddell

Administrator
Staff member
I had considered Reckless Abandon. Deadapult is too narrow for what I want. Shivan Harvest has me massively intrigued. Kind of works with the red tokens theme too.
 

Dougggggg

Reigning Draft Champion
I like the double shocks to promote aggro but I'm not entirely sure your cube needs it. The aggressive decks hit pretty hard in your cube.
 

Jason Waddell

Administrator
Staff member
Spellskite
Perimeter Captain
Tabernacle of Pendrell Vale???
Wall of Frost
Wall of Denial
Cut Pyromancers
Cut the Gitaxian Probes
Cut a Wasteland?
Haunted Fengraf?
Wall of Blossoms?
Wall of Mulch?
Cruel Ultimatum?

Other dumb ideas
 

Dom Harvey

Contributor
Ok, so feedback having actually drafted this thing:

- The lifegain deck was fun to play, though when I didn't draw Pridemate/Archangel (and I had all of them) it felt like 'just another' white weenie deck. That's not a bad thing necessarily, but it's tough to strike the balance between making it 'spicy' and filling the Cube with cards that are bad when the entire deck doesn't come together. Zuran Orb in particular was great. Rhox Faithmender?

- If you want the lifegain deck to be good, there have to be fewer ways to go 'over the top'; life total actually has to matter. It's a theme that can only really exist within a more low-powered environment, for some definition of 'powered'.

- The games didn't feel like they had learned from Legacy. That might just be the matchups I had (CML's MODO Cube-esque UG deck, anotak's Red Cloudpost deck which was cool but more top-heavy afaict), and the Zombies/Zoo decks conformed more to that, but there wasn't the same flurry of activity in the early turns that I was expecting.

- Control being worse is a natural consequence of Riptide-ifying your Cube, I think. In most Cubes, you can build control decks by co-opting the removal spells and big dumb animals and meshing them together into a fairly nondescript 'deck' - Fact or Fiction into Thundermaw Hellkite works, Gifts Ungiven into Kiki-Jiki doesn't. It needs a pool of cards that are good out-of-context to draw upon, and that's space that we're encroaching upon to stock our Cubes with this fun stuff.

- Is it worth Squadron Hawk-ing your Pods, if only partially? You need Pod for a Pod deck to work so it's hard to justify taking anything over one, and yet you often want specific pieces to fill out your curve.

- Random small thing: I really liked the Refuges, as a way to sneak synergistic cards into the design that also have a natural purpose.

- How often is something like Eiganjo Castle really going to come up?

- The main draw to the shocklands isn't that they help aggro or whatever, it's that the original duals are singularly uninteresting. Even in one draft, I counted at least twice that having shocklands instead of duals created interesting sequencing decisions (enabling Survival Cache and playing around Stifle respectively)
 

Eric Chan

Hyalopterous Lemure
Staff member
Yes to: Trading Post, Frostburn Weird, Spellskite (though it helps the Pod combo, yuck)
Double Yes to: Cruel Ultimatum (I may be alone here though)
No to: all the other dumb walls

Lands: double duals is my vote. I think almost every other cube on this forum could use double shocks, but in your case, even a single cycle of shocklands is probably too many
 

Eric Chan

Hyalopterous Lemure
Staff member
Detailed cube feedback, from having played it Saturday and railbirding a whole bunch of matches Sunday:
  • Control feels next to unplayable in your cube, between the life loss from the fetch and shocklands, the consistency and power of the aggro decks, but more importantly, the constant Wastelanding of anything not nailed down. It's hard to build up to six mana for that crucial stabilizing finisher when all of the fixing lands are immediately detonated on sight.
  • Possibly more planeswalkers to buff control? Something to give them some traction at the four and five mana spots before they plop down a large Grave Titan or what have you. I don't think more counterspells does the trick, since so many of the game-breaking threats cost just one or two mana.
  • It's dumb and boring, but maybe a Batterskull? Your cube is one that can certainly handle it.
  • Oh, a personal request for Cruel Ultimatum! Even though that goes against your Legacy-feel philosophy.
  • Do Zombies really need all of the help, in addition to the three Gravecrawlers? With two Bloodghasts, two Carrion Feeders, and two Blood Artists, playing against the deck feels like bringing a Limited knife to a Constructed gunfight. Do decks other than the sac / recursion deck ever use Bloodghast or Feeder? I think either one of them could go down to a singleton copy, as having two apiece feels a bit poison principle-y to me.
  • Like I said in the other thread, more ways to interact with the Pod combo decks. Yeah, yeah, you can race it. But can you? CML's deck was the midrangiest deck to ever range a midrange. It beats the snot out of all of the other decks in a fair fight, nineteen times out of twenty three. But is it realistic to expect a G/U deck to kill on turn five or six through blockers every game?
 
Top