Hi all! I would welcome any feedback on my cube if you have an opportunity to cast an eye over it. http://www.cubetutor.com/viewcube/77247 It is an unthemed paper 360 cube, no power and no storm. I have been tinkering with it for a year or so, and I have only ever played it one-on-one, typically grid drafting. I have budgetary constraints, and my personal restriction is that I only proxy lands. The cube is singleton, save for a Riptide-inspired choice to include two sets of fetch lands. (In fact, I recently slotted out all the signets save Izzet for the second set of fetches.) I include no utility lands. This may be a mistake? I feel that if I included powerful lands, I would need also to make room for LD effects, which I mainly find to be annoying.
Here are some things I've been mulling over:
1. Is aggro adequately supported? My (small) playgroup isn't much into aggro, so it's just not a place anyone is super inclined to end up. I have managed to put together pretty successful Rw and Wb aggressive decks. Actual RDW or pure white weenie is pretty hard to arrive at, though, particularly when grid drafting. (We only see 18x9 cards = 162, or 45% of the cube; plus, linear strategies can be easier to cut off than in a typical draft setting, especially given perfect information.)
2. Some guilds have stronger identity than others. Golgari, for instance, I just don't really know what to do with, perhaps because Jund and The Rock just aren't historically my kinds of deck. In fact, the Jund guilds -- Golgari, Rakdos, and Gruul -- probably have the weakest themes. Conversely, Izzet is possibly overburdened as I want it to support "spells matter" as well as artifact nonsense.
3. I have many artifacts and a lot of artifact ramp. Too much? I think removing the signets helped Green quite a bit, but it may be that I still have too much colorless ramp and fixing.
4. How do the ratios of the removal suites look overall? Creature spot removal, shatter and disenchant effects, even counterspells? I feel like these are in a pretty successful equilibrium now, but I could well be wrong.
5. Any themes I should support but don't? I toyed with +1/+1 counters (especially in Simic or RUG), but it felt pretty durdly and under-powered. I used to have a lifegain theme that I have progressively scaled back. The nail in the coffin was probably cutting Sanguine Bond, but you will doubtless find some remnants of the theme scattered throughout. Storm seems bad without power. Proper Reanimator doesn't really exist as a deck in the cube, but we have access to value reanimation, particularly in an Aristocrats-style deck. Is it worth running Entomb for value reanimation, Goblin Welder, and ma-a-aybe Flashback value but probably not?
6. Any strategies appear over-supported? I am thinking in particular of blink and artifacts.
7. Opinions about the stable of Planeswalkers? I'm running 13, down from 18, which has helped abate the constant superfriends superparty. I am trying to run PWs that are fun, flavorful, and powerful, but that are also relatively fair. Any stick out as bad (or too good) here, or any that should be included?
8. Are there any novel two person drafting techniques you all love? I just recently tried doing a custom draft on dr4ft.com with six bots and an IRL friend. This had the virtues of better modeling a real draft and being super easy to set up and clean up (no shuffling the cube, yay!). Bot picks were suspect, though. I got a last pick Grave Titan in pack one and a last pick Solemn Simulacrum in another. Some decks surely wanted those cards. Anyway, any other methods you all have found to cleave closer to the draft experience? Any recommendations for drafting sites that support custom sets, a mix of humans and bots, and that has good draft intelligence?
9. Lastly, are there any glaring gaps (cards, strategies) that you see? Particularly ones that can be filled inexpensively.
Thank you so much for any feedback you all might offer!
Here are some things I've been mulling over:
1. Is aggro adequately supported? My (small) playgroup isn't much into aggro, so it's just not a place anyone is super inclined to end up. I have managed to put together pretty successful Rw and Wb aggressive decks. Actual RDW or pure white weenie is pretty hard to arrive at, though, particularly when grid drafting. (We only see 18x9 cards = 162, or 45% of the cube; plus, linear strategies can be easier to cut off than in a typical draft setting, especially given perfect information.)
2. Some guilds have stronger identity than others. Golgari, for instance, I just don't really know what to do with, perhaps because Jund and The Rock just aren't historically my kinds of deck. In fact, the Jund guilds -- Golgari, Rakdos, and Gruul -- probably have the weakest themes. Conversely, Izzet is possibly overburdened as I want it to support "spells matter" as well as artifact nonsense.
3. I have many artifacts and a lot of artifact ramp. Too much? I think removing the signets helped Green quite a bit, but it may be that I still have too much colorless ramp and fixing.
4. How do the ratios of the removal suites look overall? Creature spot removal, shatter and disenchant effects, even counterspells? I feel like these are in a pretty successful equilibrium now, but I could well be wrong.
5. Any themes I should support but don't? I toyed with +1/+1 counters (especially in Simic or RUG), but it felt pretty durdly and under-powered. I used to have a lifegain theme that I have progressively scaled back. The nail in the coffin was probably cutting Sanguine Bond, but you will doubtless find some remnants of the theme scattered throughout. Storm seems bad without power. Proper Reanimator doesn't really exist as a deck in the cube, but we have access to value reanimation, particularly in an Aristocrats-style deck. Is it worth running Entomb for value reanimation, Goblin Welder, and ma-a-aybe Flashback value but probably not?
6. Any strategies appear over-supported? I am thinking in particular of blink and artifacts.
7. Opinions about the stable of Planeswalkers? I'm running 13, down from 18, which has helped abate the constant superfriends superparty. I am trying to run PWs that are fun, flavorful, and powerful, but that are also relatively fair. Any stick out as bad (or too good) here, or any that should be included?
8. Are there any novel two person drafting techniques you all love? I just recently tried doing a custom draft on dr4ft.com with six bots and an IRL friend. This had the virtues of better modeling a real draft and being super easy to set up and clean up (no shuffling the cube, yay!). Bot picks were suspect, though. I got a last pick Grave Titan in pack one and a last pick Solemn Simulacrum in another. Some decks surely wanted those cards. Anyway, any other methods you all have found to cleave closer to the draft experience? Any recommendations for drafting sites that support custom sets, a mix of humans and bots, and that has good draft intelligence?
9. Lastly, are there any glaring gaps (cards, strategies) that you see? Particularly ones that can be filled inexpensively.
Thank you so much for any feedback you all might offer!