We've had ranking projects for land cycles broadly, but I think it would be useful to get a look at land selections by guild. Personally, I'm still running certain manlands/painlands that I think I need to switch out and this will help me get to get a crowdsourced opinion to help inform my choice of replacements. I'm also particularly interested in where some newer cycles like pathways or temples fall for everyone.
I think it is safe to assume that ABU Duals, Fetches, and Shocks are going to top 3 for most guilds for most people so in order to capture the diversity of options beyond that let's rank our top 6 per guild. I'll post two guilds per week. Voting for these guilds ends 9 A.M. CT 2/6/21.
I'm a huge fan of the pathways and of being able to count on the land entering untapped and making the color you need on its own. I think that the seventh land for each of these two for me (which is what I run in addition to the above six) is Irrigated Farmland/Fetid Pools.
Decent 3 - Slightly more meta dependent, but Blue-Black is more combo than control. Edge is given to Clearwater over Tarpit, but Tarpit is very good.
4. Clearwater Pathway
5. Creeping Tarpit
6. Underground River
Temples are underrated IMO in limited where mana/ curve have consistency issues, especially in slower colors.
7. Temple of Deceit
Good lands that normally come in untapped. Pretty good.
8. DarkSlick Shores
9. Sunken Ruins
10. Drowned Catacombs
Playable for larger cubes - Kinda moot point, but if there were more enemy color cycles, I might be more interested in them.
11. Bad River
12. Fetid Pools
13. Sunken Hollow
14. Chocked Estuary
My rating for Azorius is around the same, but I would rank Celestial Colonnade 1-2 places lower.
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I'd like to get a little bit larger sample for this project so I'm going to leave it open through 2/13. Will also likely make a reddit post and combine the responses.
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I think it is safe to assume that ABU Duals, Fetches, and Shocks are going to top 3 for most guilds for most people so in order to capture the diversity of options beyond that let's rank our top 6 per guild. I'll post two guilds per week. Voting for these guilds ends 9 A.M. CT 2/6/21.
Azorious
1. Tundra
2. Flooded Strand
3. Hallowed Fountain
4. Celestial Colonnade
5. Temple of Enlightenment
6. Hengegate Pathway // Mistgate Pathway
Dimir
1. Underground Sea
2. Polluted Delta
3. Watery Grave
4. Creeping Tar Pit
5. Sunken Ruins
6. Temple of Deceit
Azorius:
1. Flooded Strand
2. Tundra
3. Hallowed Fountain
4. Celestial Colonnade
5. Adarkar Wastes
6. Hengegate Pathway // Mistgate Pathway
Dimir:
1. Polluted Delta
2. Underground Sea
3. Watery Grave
4. Creeping Tar Pit
5. Underground River
6. Clearwater Pathway // Murkwater Pathway
I'm a huge fan of the pathways and of being able to count on the land entering untapped and making the color you need on its own. I think that the seventh land for each of these two for me (which is what I run in addition to the above six) is Irrigated Farmland/Fetid Pools.
Draft my cube! (630 cards)
02 Tundra
03 Hallowed Fountain
04 Celestial Colonnade
05 Adarkar Wastes
06 Hengegate Pathway
07 Seachrome Coast
08 Mystic Gate
09 Flood Plain
02 Underground Sea
03 Watery Grave
04 Creeping Tar Pit
05 Clearwater Pathway
06 Underground River
07 Darkslick Shores
08 Sunken Ruins
09 Bad River
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 49th Set (P)review - Discusses my top 20 Cube cards from MKM!
1. Flooded Strand
2. Tundra
3. Hallowed Fountain
4. Celestial Collonade
5. Adarkar Wastes
6. Hengegate Pathway
7. Seachrome Coast
8. Irrigated Farmland
9. Glacial Fortress
Dimir:
1. Polluted Delta
2. Underground Sea
3. Watery Grave
4. Creeping Tar Pit
5. Underground River
6. Clearwater Pathway
7. Darkslick Shores
8. Fetid Pools
9. Drowned Catacomb
The list on cube cobra
Read my blog on cube - Latest post June 2nd 2022
Obviously 3:
1. Polluted Delta
2. Underground Sea
3. Water Grave
Decent 3 - Slightly more meta dependent, but Blue-Black is more combo than control. Edge is given to Clearwater over Tarpit, but Tarpit is very good.
4. Clearwater Pathway
5. Creeping Tarpit
6. Underground River
Temples are underrated IMO in limited where mana/ curve have consistency issues, especially in slower colors.
7. Temple of Deceit
Good lands that normally come in untapped. Pretty good.
8. DarkSlick Shores
9. Sunken Ruins
10. Drowned Catacombs
Playable for larger cubes - Kinda moot point, but if there were more enemy color cycles, I might be more interested in them.
11. Bad River
12. Fetid Pools
13. Sunken Hollow
14. Chocked Estuary
My rating for Azorius is around the same, but I would rank Celestial Colonnade 1-2 places lower.
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i