Big Day Out Update--Commander Legends and Early Kaldheim
My draft group is taking a swing at my cube on the 16th, so I'm dusting all the corners and carefully arranging my coffee table books. This will be the first time I have a group of real, live human beings playtest the cube, so I want to make sure we're all shipshape. Plus, there have been a couple of very cool new sets that have at least started to be spoiled with some juicy stuff. Let's dig in, shall we?
Lands
I've settled on a mana base (I think), but it still needs some testing. For 420 cards, the consensus seems to be that anywhere from 30 to 50 fixing lands are appropriate, so I chose to include 50 but to make them somewhat weaker. I'll give you the list and explain my thought process below.
-5x enemy horizon lands (
Waterlogged Grove) and 5x ally bicycle lands (
Fetid Pools)
-10x pain lands (
Caves of Koilos)
-10x Ravnica bounce lands (
Gruul Turf)
-10x Pathways (
Needleverge Pathway)
-10x
Ash Barrens, numbers subject to change.
Why these lands?
Note that lands either come into play tapped OR require life payment OR don't continuously fix (pain lands, Ash Barrens, and pathways). This is part of how I'm using my mana base to beef up aggro strategies without having to go overboard on my
Savannah Lions count. I want to incentivize people to try the goofy EDH things that I love so much, so the fixing has to be pretty good, but I don't want everyone running 4C goodstuff, so there has to be a real downside to running fixing. Ideally, I want decks to average two colors and a splash, but I'm perfectly happy for there to be one or two 4C/5C decks in a pod. I'd also like there to be monocolor decks, but that's a tall order.
Why complete cycles?
I don't like colors being shoehorned into certain roles of aggro, control, midrange, etc. Each color should have distinct ways of playing aggro, control, etc., but they should all have some agency in each theater, so I don't want to artificially constrain my players from running Simic aggro. That being said, I'm perfectly happy to have some lands in each cycle be more or less valuable than others, largely because the lands have been chosen to have some peripheral bonuses (replacement effects for the horizon/bicycle lands and ramp/slot compression for bounce lands).
Bonus question: Why do you have 10x Ash Barrens?
I had a crazy idea about how to support the colorless Eldrazi without completely goofing up my draft: include the pain lands and a BUNCH of Ash Barrens, as each of those provide
while still remaining an attractive target for non-Eldrazi drafters. While I abandoned that plan as either a couple players went on a side quest or the Eldrazi were all last picks, a pleasant side effect is that having a bunch of Ash Barrens is that decks that wanted to thin the library, discard, get lands into the graveyard, and fix colors could do so regardless of color. Ash Barrens is a really cool card that subtly provides a lot of flexibility, and in many ways I like them a lot better than the monocolor cycling lands (
Lonely Sandbar and company, much though I love their art).
Commander Legends
Generally speaking, I liked this set a lot. As it's Commander-focused, a lot of the coolest effects were strapped to creatures rather than artifacts or enchantments, and as I've stated before, I like the tension that comes from making effects vulnerable. Also, there are a lot more kill spells than artifact/enchantment destruction effects. However, a lot of new cards have Designed-For-Commander syndrome, as perhaps best exemplified by
Nevinyrral, Urborg Tyrant. What a loveable mess of a card. Contrast this with
Dargo, the Shipwrecker for a neat, self-contained package that enables and pays off all at once. My includes are relatively conservative, but I'm dedicated to adding and subtracting them as needed.
Kaldheim
There is a bunch to go over here, but for now I'm just adding the Pathways. I'll be testing out more later. Some of the Gods are interesting (Halvar, God of Battle, Kaya the Inexorable, Esika, God of the Tree, Kardur's Vicious Return, Vorinclex, Monstrous Raider, and Niko Aris look interesting); a lot of these things aren't. I may go deep on foretell, or maybe I'll just have a few. We'll see, but overall I'm excited!
The Changes
Swaps
WHITE--this is the big one.
Stoneforge Mystic ->
Thalia's Lieutenant I like Relic Seeker better for a search effect, and I don't really have many equipment cards that need to be cheated out.
Mardu Woe-Reaper ->
Dauntless Bodyguard Random graveyard hate is the worst kind of graveyard hate.
Gideon Blackblade ->
Elspeth Tirel Maybe I want her to be
Basri Ket instead? A 4/4 indestructable for 3 that hides from sorcery-speed removal is kind of obnoxious in this format. The issue with Basri is that he's pretty much only good when you're ahead.
Do-It-Yourself Seraph ->
Captain of the Watch Another pet card gone, but replaced by a different pet card! Also is a GREAT follow-up to Elspeth, and I love the idea of 'micro-tribal'. If I was keeping God-Pharaoh's Gift, I'd keep the Seraph, but GPG is GRBS. If it made 3/3s I'd be happy, but wow is that card obnoxious.
Teferi's Protection ->
Oketra's Monument Let's have something that will actually see play, shall we? I like Tef's Protection as a universal counterspell in White, but 3 mana is a lot for something that doesn't counter a threat.
Thalia, Guardian of Thraben ->
Fiend Hunter I don't have a dedicated taxing theme, so it's got to go. Synergy rules, I guess.
Vesperlark ->
Dust Elemental There just aren't that many targets for Vesperlark, unfortunately, but I love Dust Elemental. Maybe it'll be good?
Auriok Salvagers ->
Galepowder Mage Uh, I just didn't include enough eggs, unfortunately.
Ondu Inversion ->
Together Forever I was very impressed by Together Forever in my draft of Lady Mapi's Afternoon Delight (check it out! It's really good), and Inversion costs eight mana. Eight. It's the most expensive noncreature spell in the cube, and I already have a bunch of sweepers. If I want more sweepers, I'll find something cheaper.
BLUE
Counterspell ->
Wizard's Retort A classic, and a reason to play mono-blue, but counterspell is probably too good. Wizard's Retort seems reasonable, and is often Counterspell in the late game.
Cryptic Command ->
Disallow Cryptic is a little too 'win out of nowhere' for me. I'd play it without the Sleep option.
Sublime Epiphany ->
Archmage's Charm Stealing a token can be legit.
Faerie Vandal ->
Faerie Seer Works way better with blink, and I no longer really support cycling here. Well, I kinda do, but I also kinda don't.
BLACK--No real substitutions here. See adds and removals for what I did.
RED
Fiery Temper ->
Wizard's Lightning I have 5 Wizards in Red and 8 in Blue, so it's entirely possible to build micro tribal, which is just the way I like it. Also, I only have two Madness cards, and
Ichor Slick at least enables itself.
Earthshaker Khenra ->
Song-Mad Treachery The first is mostly just good glue, and Red has a bunch of 2-drops.
GREEN--Just removals (see below). I'm probably happiest with Green as a color overall, but we'll see on Saturday!
Adds
All 10 pathways--been looking forward to this one! But I have to make some space.
Armix, Filigree Thrasher -- There's no point replacement here, but I wanted to try it! I like madness in Rakdos. (Yes, I know that this is in contrast with what I said earlier. I've redefined each of my guilds in an attempt to help out my drafters and will be posting that guide soon. For now, I'll tease you with the fact that I'm calling the Rakdos strategy "Mosh Pit.")
Vampire Nighthawk -- Now THIS is a nice Baneslayer! Again, there's no point replacement here.
Dargo, the Shipwrecker -- Reanimates nicely, works with Aristocrats, and fuels itself. What's not to love about the best boy?
Golos, Tireless Pilgrim -- Why didn't I have Happy Robot in my cube yet?
Skyscanner -- it's good filler.
Removals--literally just to make space for the Pathways. Well, that and I need my cube to work well over Cockatrice.
Veteran Explorer -- Wow, why did I include this? It's aggressive, it ramps, it's happy to tussle and lose, but I don't need us to jump from turn 2 straight into turn 5. That'll upend games waaaay too quickly for my tastes.
Traverse the Ulvenwald -- I don't support delirium, much though I love it. It's gotta go.
Burst Lightning -- I don't need half of my Red section dealing non-combat damage.
Volt Charge -- It's fine, I guess, and pretty nice in Gruul/Boros, but...yeah. Lots of burn and this was the one I got rid of. Maybe I should have cut Fiery Confluence instead, as this is more flavorful than that, but idk.
Ill-Gotten Gains -- it's a cute EDH card. Too slow for cube.
Blackmail -- yeah, no. It's a great idea for a more-balanced Thoughtseize, but I'd much rather run another Kitesail Freebooter variant.
Booster Tutor -- works poorly online.
Bitterblossom -- Bitterblossom was way too strong. I like it so much, but man, it's just disgustingly good.
Mirror Entity -- the face of GRBS, much though I love it. Bye.
Emeria's Call -- Kind of bad? An aggro deck isn't going to get there, and I don't have dedicated defensive options in White, so it's gone. After this weekend's draft, I'll take a step back and examine White's defensive options, as it's entirely possible that I've gutted the possibility of White control too much. Without these defensive options, this just won't come up.
Whirler Rogue -- Removal check, though she's great with Ninjutsu and Blink. I wish she just made the tokens; that would be perfect.
Into the Roil -- Blue is supposed to have issues getting rid of stuff; this gets rid of stuff (temporarily). Besides, my Blue removal is mostly stealing.
Is this the end? Well, yes and no. I'm eagerly looking over the cards from Kaldheim and I'm considering expanding my multicolor section now that I'm at 50 lands. (Zur the Enchanter and Siege Rhino are calling my name...) Green has too many creatures; I'd love to beat it back to 33 to leave White as the army color. I'd love to do a bit more with my artifact section: one of the main reasons for cutting DIY Seraph was because most of my artifacts are either equipment or eggs, and I miss giant edifices. I don't want to expand the cube much further than this, as we're seeing only 86% of it each draft without the Conspiracy cards. This feels reasonable, but I don't want to dilute it much more. Cuts are tough!
If you made it this far, let me point out a new card I want to make room for:
Dingus Staff. Has anyone ever played this? Will I?? Find out at some point!