Goals of latest changes:
Further improve aggro relative to mid-range
Add white blink targets
Improve incentives to draft green
Add tribal relevance for zombies and elves
White:
Gideon's Lawkeeper ->
Dauntless Bodyguard
Impassioned Orator ->
Cavalry Drillmaster
Fencing Ace ->
Indomitable Will
Territorial Hammerskull ->
Banisher Priest
Take Vengeance ->
Savannah Sage
Star-Crowned Stag ->
Inspiring Captain
I'm back and forth between
Savannah Sage and
Arashin Cleric. Either for control decks to survive without having to add too many white removal spells, while also being a blink target, while also not being too stifling. A 3 toughness blocker is significant with all the 2 power creatures, but I like a 2/2 body with less life gain.
Indomitable Will is a little sketchy / bad, but the concept is that white has a ton of 1 toughness creatures that could benefit from this effect. A 2/1 that becomes 3/3 becomes a much more relevant body in this environment. The ability to use it as a combat trick makes it somewhat interesting. I wish I had a slightly more powerful white aura option, such as a one mana version of Indomitable Will or
Brilliant Halo. I also think a +2/+2 aura for one mana would be appropriate.
White has plenty more go-wide cards that I could run, such as
Benalish Marshal,
Kongming, "Sleeping Dragon",
Rhox Veteran, and
Pianna, Nomad Captain. The latter two are interesting with
Relentless Assault.
Blue:
No changes in blue, interestingly. It seems to be in good shape.
Angler Turtle might be too strong, but it's a simple, neat card, and we'll see how it looks after testing the improvements to aggro.
Murder of Crows is quite good and could be simplified down to
Air Elemental.
Black:
Moment of Craving ->
Last Gasp
Deathbloom Thallid ->
Cursed Minotaur
Scrapheap Scrounger ->
Graveyard Marshal
Falkenrath Noble ->
Keening Banshee
Eviscerate ->
Liliana's Mastery
Falkenrath Noble fit the aristocrats deck, but it isn't strong or necessary. Keening Banshee adds a juicy blink target, which black didn't have.
Last Gasp replaced one of the -2/-2 removal cards to improve removal variety a bit. I'd love to add
Diabolic Edict instead (so simple!) but it's probably not good enough with all these little creatures running around.
I like Deathbloom Thallid, but I don't like that it creates a Saproling. Zombie tokens are the resonant token in black, so Graveyard Marshal and Liliana's Mastery went in.
The first time I made a cube, I had too many 1/1 creatures with nerdy abilities, yet this time around I find that black doesn't have any non-aggressive bodies. Maybe that's alright.
For better or worse, black has the most synergy within its color at the expense of having more text to read on the creatures. It's too bad the power levels for some of the simpler cards are bad; for example, I wish I had a
Reassembling Skeleton with the stats of
Gutterbones, and
Doomed Dissenter would be a pretty nice card if it was a 2/1 or a 2/2 instead of a 1/1. Fortunately, black's non-creature spells are mostly not too wordy.
The 5+ drops are tricky in black. Other cards under consideration include
Underworld Sentinel,
Bloodgift Demon, and
Harvester of Souls. I don't want all of them to fly, or for all of them to draw cards. Black lacks a really splashy creature to properly pay off
Zombify, but I'm letting that go for now. A player so inclined can look to the other colors' big creatures (see green, below).
Red:
Spikeshot Elder ->
Goblin Guide
Beetleback Chief ->
Ball Lightning
Engulfing Eruption ->
Thunderbolt
I really wish I had some more one drops to choose from in red. Like, a clean 2/1 for one doesn't seem like too much to ask. In practice I might run
Zurgo Bellstriker or
Firedrinker Satyr since they're cheaper, but in general I'm dissatisfied with the options available. Losing Spikeshot Elder's fun tricks hurts a bit, but red aggro can use a 2 power card in that slot.
Thunderbolt is in because I wanted to give red aggro some more reach. It's also another instant speed prowess trigger, which Engulfing Eruption is not. I would
really like to include
Lightning Axe, for reasons of ubiquity in core sets and simplicity, specifically the clean M10 version with "Catch!" flavor text, but at 5 mana it's not good enough. It should have been a 3 mana card that does 4 damage. I could do
Flames of the Blood Hand or
Pulse of the Forge, but Thunderbolt is more interesting and appropriate and clean. It's a pity that it doesn't have the newer bullet point text styling.
Red had three cards producing multiple goblin tokens, so I removed one. Keeping
Siege-Gang Commander is a little sketchy since it's quite powerful, but it's also a fun and interesting card that draws people to red in the draft. Maybe that will go away later and
Beetleback Chief can come back. At any rate,
Ball Lightning is a much more aggressive card than the mid-rangy Beetleback Chief. I think a triple red can replace a 4 drop, sort of.
Impetuous Devils fits the mechanics of the cube a little better than
Ball Lightning, but on the basis of simplicity and history and resonance, I changed my mind and went with the cleaner card.
Also under consideration:
Goblin Oriflamme could replace
Power of Fire to further buff aggro decks. Some of them, at least.
Green:
Frilled Sandwalla ->
Rancor
Darkthicket Wolf ->
Saddled Rimestag
Deeproot Warrior ->
Kalonian Tusker
Atzocan Archer ->
Hooded Brawler
Grazing Whiptail ->
Dwynen, Gilt-Leaf Daen
Silverback Shaman ->
Somberwald Stag
Keeper of Fables ->
Ant Queen
Overcome ->
Overrun
Treeshaker Chimera ->
End-Raze Forerunners
Green gets the biggest list of changes.
Hopefully the addition of
Rancor provides motivation to be aggressive in this color, along with some of the other improvements to the quality of the 2-3 mana beaters.
The selection of beginner-friendly aggressive green one drops is failing pretty hard:
I reversed course and put a snow creature in since
Saddled Rimestag is otherwise just too nice and simple and good.
It's a shame to remove
Atzocan Archer, but I really like
Hooded Brawler as an attacker. It is now the second creature with exert (
Glory-Bound Initiate. I like exert. Prior to that switch, I had five three drops in green, and four of them were mid-rangy enters-the-battlefield creatures. I might consider adding the archer back in and removing
Regrowth, because I like all of the green three drops. I wouldn't mind having
Steel Leaf Champion in there, but I'd have to cut something I like to make it fit. Perhaps
Llanowar Visionary or
Eternal Witness should go away instead of
Atzocan Archer, but I am attached to those cards.
I like the four drops as well, but I upgraded
Grazing Whiptail to
Dwynen, Gilf-Leaf Daen who has the same stats. I wish it didn't have the extra text about life gain - without that junk, her card would be short and sweet.
The green five drops get a significant upgrade. Adding insect tokens is annoying but hopefully worth it. Hopefully they provide something besides Carnage Tyrant to entice people to draft green.
I'm uncertain about
End-Raze Forerunners, because it's perhaps too much, but that gives ramp a fun target to shoot for, and it's also a nice, big reanimation target for
Zombify. I estimate that it's closer to the mark than
Treeshaker Chimera.
Colorless*:
Filigree Familiar ->
Pierce Strider
Vulshok Battlegear ->
Scrapheap Scrounger
Filigree Familiar gums up the board and prolongs games for mid-range, while Pierce Strider provides reach, so that goes along with some of the other changes.
Vulshok Battlegear is too mana intensive.
*I'm classifying Scrapheap Scrounger as colorless, but I'm not sure if it will register as an option for aggro drafters in the non-black colors.
I might add
Coldsteel Heart.
I still would prefer untapped lands for the aggro decks, but for now it's still Evolving Wilds. In a paper draft, I think I'd simply let people trade in Evolving Wilds for check lands and such if they want them.