hmmm...I did not know that card existed. Does it get played for the effect or for the color changing ability?
I'm currently 9 cards away in the multi-color section from having a completed 360, but not really sure what to run.
I added some artifact sac. effects into the af section to round things out as I felt that was a missing effect.
When I go into the first real life test session. Things for me to keep an eye on during gameplay:
1.
Arifact/enchantment hate: I'm not really running targeted hate. I think this will be fine, since this cube seems to have a lot of incidental ways to hate on the largely aura based enchantments. Protection effects and bounce undue a lot of that work, and most of the artifacts play more of a support role.
2.
Board Stalls: I don't really have a plethora of intimidate or other (non-flying) evasive creatures. Instead I have a lot of protection abilities to force damage through, as well as combat tricks to encourage bashing.
3.
Mass Removal: The mass removal isn't true board wipes, so I don't think it will be oppressive, but I still need to see how this works out in a real draft to get an idea if its too strong or too weak. One of the draft decks I saw on cube tutor would just scoop to any sort of mass removal, which has me a little concerned.
This is where we seem to be on archetypes:
UW: heroic/tempo
UB: Control/self-mill
BR: goblin Sacrifice/value reanimator
RG: Midrange Pump/Ramp
GW: Auras/+ + Counters
BW: Value Blink/reanimator
UR: Spells Aggro-Combo/control
BG: Dredge/reanimation
RW: Wide Aggro/Control
GU: Ramp/self-mill
Just from a lot of the draft decks, it looks like there is a lot of variety even beyond this.
R: goblin aggro
W: white weenie aggro
G: midrange
U: tempo
B: Control
I don't really expect people to go into mono-colored decks, but if they do, thats what the colors will likely skew them towards.
Of the shard/wedges, the strongest pairings seem to be: Esper, Grixis, and BUG, due to how combo-control friendly they are. RWB seems like a natural token abuse deck, while RWU lends itself towards combo or tempo. I think that 3+ color combinations is a safe space to let player creativity dictate what exists, so its not important if this is not as well defined i.m.o. If I had more of a true multi-color cube, this might be a concern, but I don't think its an issue here.
Archetypes that did not survive the building process:
1. Fish: A disruptive-aggro deck built around merfolk, just did not cut it due to both the narrowness and cost of the cards.
2. Faeries: Another disruptive-aggro deck, the main problem with faeries is that its best disruptive piece is
spellstutter sprite. Without print runs, its very difficult to create the density of copies needed for spellstutter to support a deck. Outside of pestermite, oona's prower, and marshflitter, the supporting faerie cast is either too weak (even at this low power level) or too narrow.
3. Affinity: Another victim of not having a print run. The affinity mechanic is just too narrow, and synergizes with nothing else.
4. Hexproof Aggro: Non-interactive cards, even when they are in the form of 1/1s, arn't fun in general. In addition, another narrow decktype, and not really needed anyway to create a sense of aura's matter.
I think this really drilled in to me the extent to which not having a print run differentiate cube from retail draft. MMA is perfectly fine running a heavy focus on individual archetypes as you are guaranteed a density of certain key individual cards; and there is thus more of a range between what is unacceptably narrow (infect) and what is permissibly narrow (affinity). In cube draft, the individual pieces have to be more flexible since you can't control how they will appear in packs.
One archtype that I would have liked to have seen would have been a UR artifact deck, using cards like trash for treasure. I didn't really have the space for that though. I also would have liked to have a few more blue auras, such as
aqueous form, which may end up having to be fitted in regardless.