Nanonox's 1vs1 cube

Right now, the Ascendancy/Engine/Cauldron are not coming together as often as before

It might not be what you're looking for in terms of cmc, but I really like Crystalline Crawler as a support piece as well. Instead of just getting big due to the untapping it helps the engine generate tons of mana.

I might be putting too much stake into the next suggestion, as situational tutors are really hard for me to evaluate from list to list, but:



Has been a favorite of mine. There are a lot of constructs that intersect with supported combos in my list personally:

- XX-robos / Memnite / Phyrexian Walker / Patchwork Automaton / Cathodion for Enduring Renewal
- Scrawling Crawler for wheels
- Myr Battlesphere for Welder
- Triskelion for recursion nonsense
- Just some general cube cards here and there too, like Bomat Courier / Scrapheap Scrounger / Torrential Gearhulk / Metalworker

and of course, Steel Overseer & Crystalline Crawler for Jeskai Ascendency / Intruder Alarm / Paradox Engine.

You have a few Constructs that might be valuable targets:

-Scrap Trawler
-Stridehangar Automaton

Although arguably too clunky outside of niche-tutoring, Recombiner does intersect with counters / sacrifice / welder. I am curiously if it could mesh successfully with your supported strategies while also buffing the consistency of your artifact combo-pieces. (as a slight edit: I personally am a fan of narrow tutors, I like niche strategies being able to reliably draft a tutor most would wheel without a second thought)

As for Green / White counter support , a lot of my personal inclusions angle towards storm / persist / green-aggro / white-humans, and am unsure if any individual suggestion would really assist in your goals. I do run Ozolith, the Shattered Spire and like how it supplements the counter components of strategies I support without being incredibly narrow.
 
It might not be what you're looking for in terms of cmc, but I really like Crystalline Crawler as a support piece as well. Instead of just getting big due to the untapping it helps the engine generate tons of mana.
I had Crawler in an earlier build and it’s a good shoutout! I don’t mind the mana cost since you can get mana back instantly if you need it and it promises future fun. I love cards that let you convert a ressource into another (and why I use most colorless sac outlets except Spawning Pit), they typically lead to more interesting deck possibilities or lines of play. I’d like to find a slot for this, will scour the list for cuts.

It’s getting more and more tempting to go up to 400 cards or something to slot in all the sweet cards.

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Love this suggestion! As you say, it intersects with a bunch of themes and is a spicy tutor. There are more targets than I thought honestly and the best ones are also great in the archetype. As much as I like this one, it’s a bit too narrow at this size. And tbh, I am more excited to fit the Crystalline Crawler that you suggested first.



I was drafting a cube featured on the front page of CubeCobra and got to draft this deck











It's a self-mill deck but what piqued my interest was the prison element.

Currently, my stax pieces are more for aggressive decks

Winter Orb
Tangle Wire
Wasteland
Lightstall Inquisitor
Thalia Guardian of Thraben
Elite Spellbinder

+ Black discard and Blue tempo counters.

These are great and I really enjoy them. So the thought is, maybe I can set up a controlling Stax package.



Academy Ruins is a known quantity and is very good in decks like the one above. Not only does it prevent milling out, it also extends the GY into a second hand, just like Emry does. I know it’s not a prison piece per se, but we’ll get there.

Being a land is a huge upside for a few reasons. It's tougher to interact with than Emry, meaning your engine is more robust. It also plays so well with Life from the Loam. Loam lets you mill to your heart's desire since you know you'll be able to recur it and the Ruins. You can set up Gifts Ungiven piles to that effect as well giving Simic decks late game inevitability.

The best targets with Ruins? These three come to mind.



Ballista and Explosives serve as interaction while Mindslaver is a win condition. This is where the prison element comes up and turn after turn you recur the same card and mess up opponent’s board. Do you have other favorite cards to pair with Academy Ruins?

Ensnaring Bridge is brutal. It shuts down aggressive decks very effectively and gives you the time to set up your gameplan. Unless you are going hard on the discard plan (maybe this is the card I want for my Firestorm discard control decks), it will be tough to empty your hand very fast meaning creatures can still attack on turns 3 and 4.

The biggest difference with the other stax pieces is that this one doesn’t let up. Wire and Orb leave you an out given enough time, not so with Bridge. I feel like it will create huge emotional spikes as well. Some positive (like when you attack and instant speed attach Cranial Plating to the unblocked 1/1) and most negative where you are locked out of the attack step. It’s a cool one with Welder and sacrifice outlets too as you can manipulate and set up a board and get rid of Bridge when you are ready to attack. Other cards become appealing too like Song of Creation for combo decks. Baubles and cards that let you bank a draw on the board are great too.

Am I unhinged? The only cube here with Bridge that I know of is dbs’s Mox Combo Cube but he’s a real sicko with Stasis even :p
 
Thought I'd share my first Ensnaring Bridge decks.











This first one uses the fact that it swarms the board with 1/1s to push through damage. Between Epiphany and Foundry, you can make a lot of evasive flyers. You can also remove your Bridge with Cryptic or Explosives if the situation calls for it. With a Planeswalker, it's very appealing to sit back and do nothing. However there is a lot of card draw in this deck, meaning it won't be trivial to keep your hand empty.











This next one is better at removing Bridge when you need it which is just as well, because you are going to want to smack people with Uro down the line. Lands decks like these are happy spinning their wheels for as long as possible and win with inevitability. You love to see Firestorm combined with Bridge here.











BW control here and tbh, not sure if the Bridge is needed. This color combination has a ton of wraths and creature removal is easy to come by. Probably the worst colors for the effect ><

First impressions? Bridge is at its best in Temur colors that have a harder time answering a board. Blue benefits the most since it has no wraths/board control and is generally more creature light. I don't know yet if it warrants a slot, but I love a hard control build around.



Cuts

I've been tinkering pretty hard with the list these past few weeks and I like the general direction. However, after going through the list and drafting, I am going to be lowering the density of some effects.



This is a cool effect to have to get a free discard trigger, but I feel that I am somewhat saturated on discard effects already. It's also nice to reanimate early, but the land cyclers from LotR fill that role already.

Cut: Street Wraith

In Red, I have too many aggressive discard cards at lower mana value. I find myself being able to go mono-Red some drafts meaning I can scale back support a little and diversify my archetypes.



FOMO, Magmatic Channeler and Tersa are the ones with the least cross synergy potential. I like Channeler least because it exiles cards rather than draw them and makes it possible that you lose a critical piece.

Cut: Magmatic Channeler



This card is all rate and no synergy, so I figure it's a decent candidate for replacement.

Cut: Chain Lightning

My Green decks are often centered around land matters. I don't mind it since a lot of the cards have ties into other archetypes (GY, discard, artifact and even combo). However, since adding Icetill Explorer, I've found that I sometimes cut land recursion effects from my deck because I have so many of them. Top 5 in order of preference.



Loam and Analyst are perfect for this cube and by far my favorites. Explorer is very nice with its two effects that you don't always want to use a cube slot on. Crucible edges out Excavator since it can pop up in decks not playing Green which opens up lines not possible otherwise.

Cut: Ramunap Excavator



I'm trying to cut a bit of support for the Green land deck to give other strategies room to breath. Provisioner is a fantastic card with a variety of effects. Fastbond, Second Sunrise and Aftermath Analyst being the best. It's a Lotus Cobra that lets you stock mana and get artifact synergies. What I like less are the food tokens that can really do a number on aggressive decks. I could see myself adding this back in for the Treasures down the line.

Cut: Tireless Provisioner



Adds

I want to spice up my Gruul section a bit. Most RG decks I draft are discard/GY or land based archetypes. I occasionally have a cheat deck too. Schafkurai included a new one from EOE and I am on board stealing their idea.



This little guy is a great pull into artifacts. It's nothing super novel, but Gruul usually doesn't have artifact payoffs. Everything is already in place to abuse it and machine gun down the opponent.



Take any combination of these and the Specialist will shine IMO. The issue is the Lander token which is another unique token type. Right now, I think the uniqueness of having a solid Gruul artifact payoff is worth it.



I also posted about Jolrael somewhere as a fantastic glue card for looting effects, artifact baubles and spells matter cantrips. Time to put my money where my mouth is a find a slot for her. I think she will also go well with the Specialist above alongside Chromatic Stars and Mishra's Baubles.

I'd like to expand my Red section to have a few more token payoffs. Goblin Bombardment is the main one right now and I am eyeing another EOE card I mentioned before



The rate is pretty bad, but the Warp ability really makes up for it letting you set up a combo turn rather than exposing your finisher and passing. The biggest improvement is triggering off artifacts which is a real game changer (see Marionette Apprentice!).



This is Chain Lightning's replacement. Erik drafted a cool Red artifact/discard deck and this would fit right in (minus the Lurrus).



Going to try this one that shamizy endorsed. It looks really good tbh and I have no doubt it will play well. Since I don't adhere to strict numbers per color, I am not sure this is the best use of the slot (vs a colorless utility land or something for example), but for now it will do.
 
A few more drafts convinced me that Ensnaring Bridge is the real deal. What makes it enticing is that it imposes unique deckbuilding constraints. Similar to Oath of Druids where you have to warp your deck around it, Bridge demands that either you remove it before winning with creatures or that you find a different avenue than creature combat for the win.

This first one was drafted by Erik and it's a sweet one!











Between Ensnaring Bridge, Winter Orb, Balance and Cataclysm, I could see this deck making people quit Magic.

At the same time it's a really great synergistic whole. You've got artifacts, discard, sacrifice and lands all combined into one. The artifact package offers grindy value for your White board resets, but also a win condition outside of combat thanks to the newly added Rust Harvester and Biotech Specialist. You can also just weld out the Bridge and swing with a big Lion Sash or something.

Another deck to make one question their choice of hobby, but this one uses Mesmeric Orb rather than Winter Orb.











You are going for either a combo finish by milling them out with Grinding Station + Second Sunrise or sitting behind Bridge and Planeswalkers. You can prolong the game with your foods and tokens which conveniently work with the mill plan by virtue of being artifacts.

I posted about wanting my controlling decks to have explosive synergy , this type of prison deck definitely scratches that itch even though they are kind of the opposite of explosive...
 
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A few more drafts convinced me that Ensnaring Bridge is the real deal. What makes it enticing is that it imposes unique deckbuilding constraints. Similar to Oath of Druids where you have to warp your deck around it, Bridge demands that either you remove it before winning with creatures or that you find a different avenue than creature combat for the win.

This first one was drafted by Erik and it's a sweet one!











Between Ensnaring Bridge, Winter Orb, Balance and Cataclysm, I could see this deck making people quit Magic.

At the same time it's a really great synergistic whole. You've got artifacts, discard, sacrifice and lands all combined into one. The artifact package offers grindy value for your White board resets, but also a win condition outside of combat thanks to the newly added Rust Harvester and Biotech Specialist. You can also just weld out the Bridge and swing with a big Lion Sash or something.

Another deck to make one question their choice of hobby, but this one uses Mesmeric Orb rather than Winter Orb.











You are going for either a combo finish by milling them out with Grinding Station + Second Sunrise or sitting behind Bridge and Planeswalkers. You can prolong the game with your foods and tokens which conveniently work with the mill plan by virtue of being artifacts.

I posted about wanting my controlling decks to have explosive synergy , this type of prison deck definitely scratches that itch even though they are kind of the opposite of explosive...

I love these decks. I think it might worth considering bringing back



it’s great with Biotech Specialist and Ensnaring Bridge
 
Sold! That’s a great suggestion and a valuable reminder that you should re-examine cuts when modifying your cube.

I am also looking at



Dismissed it during spoiler season based on vibes, but it amounts to sac any artifact, bolt face. It can go pretty hard with actual foods or other sources of life gain. It might not be the most powerful, but it makes you reevaluate your picks since now all your artifacts can be sacrificed. These 2 mana multicoloured build around cards are in a really sweet spot IMO.

Artifact aggro/burn in Naya could be a thing with Biotech Specialist. These colors are great at spitting out artifact tokens and I like having players commit to certain colors rather rely completely on the colorless section.

I don't want to go ham on life gain as the lobster is self-contained, but you could build a reasonable package at higher power levels

Combo

Heliod, Sun-Crowned
Walking Ballista
Bolas's Citadel
Aetherflux Reservoir
Cauldron Familiar
Witch's Oven

Good stuff

Ocelot Pride
Guide of Souls
Sorin of House Markov
Barrowgoyf
Sheoldred, Whispering One
Phlage, Titan of Fire’s Fury
Lightning Helix
Shadowspear

Life payment

Dark Confidant
Darkstar Augur
Snuff Out
Slyvan Library
The One Ring
Ancient Tomb

And the usual Blood Artist sacrifice stuff.

Not 100% sure I want the lobster, but I think its abilities are sweet.
 
I've made a bunch of changes to the cube, mostly cycling cards from the maybeboard in and out to match my design goals.

Prison/Stax



I've come to terms with the fact that I love prison decks and want them to be part of the cube. I started playing with Revised and hateful cards have been a part of Magic forever. So I've added some more disruptive pieces to the cube to increase their density. Port is no Strip Mine, but it does lock up Academy/Cradle and mess with curves. I'm not quite there yet including Strip Mine as the non-games it can create is too risky for my tastes. The two drops are a nuisance in the right deck and can stumble the opponent long enough to beat down.

These three have great play patterns IMO because they don't lock you out of the game. They restrict your options and force you to play off curve. The hatebears are also just 2/2s so easy to answer.

In -> Out

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Swapping BIG for BIG. Tarmogoyf is an early game beater, but not much else. It’ll be bigger than Sandman until the late game but being able to discard the Vilan for value or recur it when out of gas is relevant upside. Green decks tend to have plenty of lands on the battlefield meaning that Sandman should smack hard. I don’t love having a ton of generically big creatures that don’t do much else, so I’d rather not play both (unless I support Berserkers again or something).

/ ->

With Tarmogoyf out of the picture, I’d like to revisit Nethergoyf. I disliked the two Goyfs having different GY requirements, so it was one or the other. Nethergoyf’s recursive ability opens up synergy in the same way Sandman’s does. To make room, I’ll be cutting either Scrounger or Praetorian. Praetorian goes off with Welder/Engineer/Reanimate, whereas Scrounger is significantly easier to recur. Scrounger is also better at triggering cards like Gau, Feral Youth and Insidious Roots, but Praetorian can block and has evasion.

Curious on your thoughts here.

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When I added Ragost, I had forgotten about Oswald. Being a single-color tutor effect is more important now than when I last had Oswald in the cube. I’ve since added some spicy targets, as well as the classics. If I had more lifegain or food related synergies, I would reconsider Ragost.

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My fast mana is based on card disadvantage (Mox Diamond, Lotus Petal, LED), but Mox Opal avoids that restriction. It is also limited in the decks that can use it, so I’ll be swapping it out for Chrome Mox that goes into any deck that wants it and has the built in disadvantage for consistency's sake.

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With the addition of Teshar and Oswald, I am interested in a cheap artifact removal spell that can be used to boost synergies. I am also contemplating adding Displacer Kitten which would make good use of the Bauble.

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I miss cheating Griselbrand into play as a nonsense card with huge swings. Reanimator Storm is a real thing and I’m here for it. Out of my cheat cards, only Tinker and Goblin Welder cannot use it. That still leaves Oath of Druids, Show and Tell, Shelldock Isle and Sneak Attack alongside all the Black reanimator cards.

Ruins is really niche and significantly less splashy than the iconic Demon. It’s at its best in a Simic self-mill shell. But that archetype has gotten a boost thanks to Gifts Ungiven, Time Warp and Cryptic Command to go with Eternal Witness effects.

To add redundancy to the combo cheat package, I am testing

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Dream Halls fuels discard and draw 7 combo decks alongside the cheat angle. Chariot is a rock solid one, but also doesn't really fit with the low curving or combo ideas. It's a solidly midrange card, a macro archetype theatre I am avoiding to support.

I could use another colored fatty to cheat out, but I am not sure which one to select. I'd want one that is combo-oriented rather than a value piece. If you have strong arguments for any or other fatty suggestions, I'd be down to listen.



Horror goes off with 0 mana artifacts for infinite Storm and is very good at dealing with a cluttered board.

I am not sure what the Dragon does tbh. I imagine that every time you cheat it in, you'll have a different outcome which is appealing.

Lumra has the potential to put all your lands onto the battlefield, I'm sure you'll figure things out from there.

Hulk probably has some combos, but I haven't mapped them out. You have to jump through an additional hoop of sacrificing it though, making it an A+B+C+D combo! Seems excessive.

The artifact Titan is sweet as a card that works with both Dream Halls and Tinker which are rare. The cube is full of noncreature artifacts you can attack with, making it a Craterhoof Behemoth of sorts. Less combo and more brute strength though.

I think these changes make sense with the direction the cube is going in. The biggest question mark is the added cheat package redundancy which isn't strictly needed but fun to test at least.
 
Do I need cheat targets?

A lot of real estate is dedicated to supporting the cheat archetype, especially the artifact version. That goes for both cheat targets and ways to get them into play. My targets are these right now



Even though I listed Bolas's Citadel, it's not going anywhere, easily one of my favorite cards.

Cuts

I am thinking of cutting the more narrow cheat effects + Animate Dead



Show and Tell: Being able to put Shark Typhoon or Titania on turn 3 is nice, but without high MV targets, breaking the symmetry is complicated.

Dream Halls: This can go hard with draw 7s, but without the cheat targets is a little too one-dimensional.

Animate Dead: This is still plenty good even outside of cheat decks, but if I don't have fatties, I figure that I could spice up this slot with Chthonian Nightmare.

Sneak Attack: The 4 mana + activation isn't worth it if you aren't cheating in a 6+ drop and I don't have Enduring Renewal for the combo factor.

Keeps



Artifact wise, I would keep these two, but worry about signaling. Are people really going to see these as a tutor and a value engine or just as a trap without the cheat targets? Tinker might not even be worth it at that point, with the best targets being Citadel and Memory Jar. You have some high impact 3-4 mana targets, but breaking even on mana isn't quite as exciting.



These GY centric effects are still amazing and not going anywhere. Oath to fill the GY is one of my favorite decks and it can work with cards like Uro, Phlage, Aftermath Analyst, Emry, Teshar and so on.



Likewise, I consider these effects as staple of the cube. They are so efficient that you don't feel bad reanimating a three drop or something.

What to do with the free slots?

If I am to replace these cards, the replacements have to be worth it and bring something new and exciting to the cube.

1. Brad suggested the Prototype mechanic which has merit as fatties with alternate costs, but aren't splashy enough.

2. Two card combos



I've shied away from these on the basis that they are quite narrow by themselves. However, when you think about it, so are reanimation effects + cheat target. These 2 card combos could be compact win conditions for a variety of decks. I'd probably add Wishclaw Talisman to up tutor density and have a fun sacrifice target for Foundry.

Are these playable outside their combo?

Stage has game with Lotus Vale and Urza's Saga while Foundry can see play in Scrap Trawler/Welder/Engineer/Emry decks. An extra Stage target would be nice.

Dark Depths is just super narrow, I don't want to add stuff like Vampire Hexmage or Mutated Cultist. I can construct scenarios where Sword is playable, I don't know if it's realistic though.

3. Random cards I've been meaning to add

If I cut the fatties and the cheat effects, I have 7 slots to work with.



I'd like to keep Tinker in and this is a sweet combo target for it.



Kitten is one of the best blink engines out there. It triggers easily and often and you can target any nonland permanent. One of the best ones to target is the Monolith since you can net mana and sequence a big turn. Without the fatties, Monolith is at it's best to cheat out cards like Kitten, Teshar, Paradox Engine, Memory Jar, etc. That is a great use for the card, but once again signaling might be a bit off if you take it hoping to ramp into a Myr Battlesphere.



I've been looking for cheap cantrips for Dreadhorde Arcanist and Young Pyromancer and while the flavor sucks for me, the card does what I want it to.



I'm very much intrigued by Hedge Shredder. I know it's a do nothing 4 drop, but getting to untap with this could dump so many lands onto the battlefield. Mesmeric Orb, Grinding Station, Altar of Dementia, Golgari Grave-Troll, Hedron Crab, Icetill Explorer, Brain Freeze are all great ways to mill a ton of cards for the Shredder.

Valakut Exploration and Squandered Ressources would be awesome ways to use those extra lands and do something with the mana. Hermit Druid would be a sick enabler for Shredder and other GY decks.

Are there other land combo cards that you like?


Would you miss the cheat archetype? Is Welder + Tinker without them a trap?
 

Dom Harvey

Contributor
I really dislike the two-card combos like Thopter-Sword where you'll ~never play the individual pieces otherwise (and even in a deck that has the combo, drawing one without the other always feels bad except insofar as it means you're halfway to that combo) unless it's something like Painter's Servant + Grindstone where the pieces are cheap + good types + universally castable.

As lands payoffs go I have a personal grudge against Valakut Exploration, which I think is extremely bad except in the perfect lands deck (and even there you'd rather have the more flexible payoffs or other stuff entirely IMO)
 
I share your aversion to narrow two-card combos (it's why they aren't in the cube) but for some reason, I'm drawn to them. Maybe it's the fact that Depths and Thopter/Sword have a window in which your opponent can respond. Or that they take up so little real estate in your deck to close out the game. Whatever the reason, I'll probably keep mentioning these combos every 6 months or so :p

I appreciate the input regarding the Exploration, it seems I massively over valued it. I tend to imagine dream scenarios and let me tell you, Valakut Exploration looks fantastic there!



Regarding the fatties, I don't think I'm quite ready to write them off quite yet. What I want to do though is scale back the more narrow support. That means limiting myself to artifact cheat targets once more so that all of my enablers work.

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Kitten is a one card archetype that will do something different most games depending on what your deck is doing. With the amount of cheap noncreature spells, setting up explosive turns doesn't seem too far fetched.

Grim Monolith is part of the Kitten package, but also serves as a pseudo cheat effect, ramping you to 6+ mana easily. As a cheat card, it's anything but narrow as a lot of decks will compete for a powerful mana rock, even if it's a one shot burst.

Hangout is a one mana cantrip in Red, a color that could explicitly use instants and sorceries.
 
Personally:



Grim Monolith is great. It is a very powerful card, one of the best in my cube, but it has certain restrictions that make it good only in some decks. Notably, it only gives colorless mana so it has fewer uses and there are not a lot of big snowbally cards, like planeswalkers that you would slot it in any deck.

Generally, it goes in the same decks Worn Powerstone goes in: Wildfire, Big Tinker, Welder, some control variants and so on. I think it will be the same in your cube. Note that Mana Vault is extremely busted in comparison.



I should also cut this. Like you say, it's simply not worth it for the kind of targets we run. Sneaking in a 6 or 7 drop feels bad, you would rather just play any other mana accelerant if that's all you get out of it.



I'm also cutting this. It just sees no play. 4 mana is the most crowded spot on the cube and it doesn't have any "real" synergies, just bonuses and overall strenght.

I agree that Valakut Exploration is bad, it's always awkard except in the perfect deck. Squandered Resources is a ton of fun, though, only reason I don't run it is my packed Golgari section.
 
Got a bunch of things I'm thinking about for the cube, figured I'd share and maybe get some feedback!

More Spiderman cards

As loathe as I am to include these because of the UB vibe, I have been overlooking some sweet cards from the recent Spiderman set.



I've been sleeping on this card. A Blue one drop that Aether Vials artifacts is quite powerful! You get your mana back the turn after casting it and if you cantrip, you'll be mana positive real quick. You also have the ability to flash in artifacts during opponent's turn which could represent surprise blockers or pseudo haste attackers. Imagine Octopusing in an Arcbound Ravager into play and sacrificing your board to an unblocked attacker. Then you have the Prison aspect. Casting artifacts through Tangle Wire, Winter Orb or post Cataclysm is sweet!











Just got one draft deck to showcase Lady Octopus and it's an awesome one by my standards! Artifacts, prison, mill and recursion. Let's go!



This is an effect I know I want at least one of. It goes hard with Jeskai Ascendancy and Agatha's Soul Cauldron, but is also fun with the likes of Rishkar, Peema Renegade and Arcbound Ravager. Steel Overseer is currently in as a simple, elegant and more importantly a two mana card. Iron Spider gives you a lot for that extra mana though with a more respectable body, vigilance and a counter payoff. You get to attack as a 3/4 the first turn, while the Overseer would only be a 3/3 that couldn't attack.

1. Keep Steel Overseer, the cheap mana value is important and forget Iron Spider exists
2. Replace the Overseer for Iron Spider, the stats, vigilance and counter payoff is worth the extra mana
3. Keep Overseer and Add Iron Spider giving the artifact counter deck a big boost

I think option 3 is overkill and option 2 is the way to go, replacing Steel Overseer. Thoughts?



Mana rocks

Adding Grim Monolith has me thinking about my mana artifact production more critically as I would like to bolster my selection a bit. More specifically, I would like to find a spot for



Everflowing Chalice is an interesting one because of its scaling abilities. Most of the time you are just going to play it for 2 mana, but the edge cases are what interests me. Sometimes it's right to cast it for 4+ mana and ramp out your Myr Battlesphere or get a bigger Walking Ballista. Other times, you can cash it in for 0 mana to trigger Vivi Ornithier or Cori Steel-Cutter.



Swaps

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Tamiyo is too much power on a one drop. I've cut the other snowballing threats at one mana because they speed up the games too much and invalidate the need for engines when they do it all by themselves. I'd love a card like Tamiyo's front side only though.

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Though I am cutting 1 mana Tamiyo, I still value the recursion it provides and would like to keep the same density. That's where UG Tamiyo comes in. The self-mill aspect of the card allows me to cut Jace who is too similar to Thassa's Oracle and Nexus of Fate.

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While I tend to favor cheaper cards, the stat difference between these two is pretty crazy. On turn 4, Iron Spider attacks as a 3/4 while Overseer taps itself to become a 3/3 (if played on turn 2). Add to that the built in counter payoff and you have a nice replacement.

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The Cookbook is cute, but I've had decks that should want to play it, but there isn't the space or it's too low impact.

->

I am missing Paradox Engine's uniqueness. It singlehandedly allows some decks to exist and is a mana engine that works both with creature and noncreature cards. It's easier to cast than ever with Grim Monolith and now Everflowing Chalice.

I talked about it in an earlier post, but as part of scaling back the cheat package, Sneak Attack gets the axe. It's tough to make good use of the enchantment with so few targets, especially since they get sacrificed at end of turn. I'm considering adding Daretti, Scrap Savant to maintain some density for the archetype because hitting Bolas's Citadel, Memory Jar and Paradox Engine gives the card more juicy targets.



Other random musings

Golgari

tl;dr:
I want a good and uniquely Golgari artifact payoff, but that hasn't been printed yet for my tastes.

I've been somewhat dissatisfied with my BG decks. Don't get me wrong, a lot of the drafts look good, but they are almost exclusively centered around creatures (minus a heavy Green land deck). What I'd like is to be able to have a card that rewards you for going artifacts



This guy is the closest I've found. +1/+1 counters are seeded into the artifact deck, but it's more of a subtheme than anything. This means this isn't a great artifact payoff and I already have a bunch of playable threes in all colors so the bar to clear is higher.



While this dude says artifacts, it's not a big pull towards the archetype. Unlike Biotech Specialist, the payoff here is a bit anemic. As a 1 mana hybrid, it could (should?) definitely hang in the cube, not sure it's worth the slot though.

This next one doesn't explicitly play with artifacts but could use them to great success



Culling Ritual is a board wipe + ritual that you can build your deck around to abuse. Cards like Chromatic Star are very happy to go to the GY and Foods/Treasures are relatively easy to produce. I am not 100% sure what to do with the mana though. A big Walking Ballista? Double or Triple spell and rebuild fast? I don't usually like adding removal spells in the multicolor section, but maybe this is fun enough to warrant an inclusion.

Berserkers

I'm always coming back to this strategy because it gives aggressive decks a combo finish which I find exciting. There might be the critical mass of threats that are playable by themselves and grow huge to make the archetype a more natural fit in my cube. I won't be including this package, but it feels like I am getting closer to trying it out! The newer premier threats for this being



+2 power (or more for Tifa) means that these go really hard, fast. Add evasion and you have some scary threats. They also already fit into the cube's archetypes. Landfall, spells velocity and discard are all heavily supported and have explosive lines of play opening up the possibility for these to grow substantially.

You also have some secondary threats that scale, but at a 1 for 1 rate rather than 2+ for 1. I play all of these already

Bristly Bill, Spine Sower
Proft's Eidetic Memory
Ivora, Insatiable Heir
Vivi Ornithier

These threats are nice because the buff sticks allowing you to be less all in. If I played Psychic Frog, it would definitely fit in here too.

The combo piece of the puzzle are



Rancor and Embercleave play well outside of Berserkers, leaving the namesake card as a more narrow payoff. For this theme, I think minimal support is perfectly acceptable since the threats are all cards you want to play anyway. The deck likely won't come together often, but it could be a fun Gruul archetype to diversify decks in that color combination.

Do you have any other Berserker threats that scale with the themes of the cube? Other Spiderman cards I should be running?

Thanks for reading!
 
Berserkers

I'm always coming back to this strategy because it gives aggressive decks a combo finish which I find exciting. There might be the critical mass of threats that are playable by themselves and grow huge to make the archetype a more natural fit in my cube. I won't be including this package, but it feels like I am getting closer to trying it out! The newer premier threats for this being

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50716fe3-7a19-431e-8758-984fc48d714e.jpg


+2 power (or more for Tifa) means that these go really hard, fast. Add evasion and you have some scary threats. They also already fit into the cube's archetypes. Landfall, spells velocity and discard are all heavily supported and have explosive lines of play opening up the possibility for these to grow substantially.

It could be about time to dust off the berserkers archetype! I have a special place in my heart for the deck. I really like Tifa and Hobgoblin, but I'm on the verge of cutting spells matter cards altogether so Slickshot isn't the most appealing to me...but some ideas:

Rydia, Summoner of the Mist is a nice connector between Tifa and Hobgoblin

For spells, some oldies but goodies:


Bushwhack is a nice roleplayer providing fuel for Tifa and Slickshot

A few other relevant cards:


Become Immense + Gau is pretty funny!
 
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