Ok My cube's all but done, but before I go ahead and post it, I want your experienced feedback on certain card choices.
Keep in mind my cube is 60 cards for each color, multicolor, artifact and land; so 480 total. I don't want to make it higher because I want the power to be somewhat high (not power 9 high mind you).
Ok, so we're off to a slow start, not very exciting I'll admit (I just said high power in the previous paragraph, I know), but I've got some nice tap-effect creatures in there, so want to put just one of these. I just can't make up my mind, which one would you put in or is there something else i'm missing?
I have Regrowth in there of course, but feel like I need one more of that type of spell. I can't put 2 more though because my non-creature green only has 22-23 spots... Oh what to pick?... What to pick...
Well I've got some nice reanimation in there, so... Plus the fact that I don't own a black-bordered Vise... (yes it must be black-bordered... are you kidding? :rolleyes:)
Austere is sure as well as Vengeance and maybe Catastrophe, should I favour Rout over Wrath? is that sacrilege? I don't want to put 5 of these; I also already have Balance and Cataclysm in.
Finaly if you would be so kind, tel me what you think of these in a cube:
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1) No idea, i dont play any of them... I guess pupeteer, because of untap effect.
2) i also hesitated between both, tested both, and my favorite is Rumbling slum... No particular reason, except perhaps that the most common archetype played with those beasts is RG land destruction, and in this one, Wurm is perhaps better, especially if you play keldon vandal, avalanche rider, Tin-street hoolligan, and so on... But sometimes, those archetypes didnt play enough creatures to make Wurm better than slum, at least in my cube.
3) All suns dawn, hands down....
4) black vise for sure.... I dont like the rack in cube... But black vise, obv... so Rack and Black vise.
5) Icy manipulator, because it can attack lands. The untap creatures is not that important i think. Plus, Icy is a mythic card of Magic. Should be in any Cube.
6) I totally agree for Akroma's Vengeance and Austere command, because they can deal with allmost anything. For the same reason as icy manipulator (Mythic card) i cannot consider not playing Wrath of God. If all of your board sweepers coast 6, its also important to have one that cost at least as possible. For the last one, I would really hesitate between Rout and Catastrophe, my pick would be Rout because the instant capacity is important against UG aggro control decks if they full tap to draw and because without the additionnal cost, it feets better the curve of your board sweepers (2 4 4 5 6 6 is really better than 2 4 4 6 6 6, giving you more options.
About the other cards :
The only cards i play and i recommand to include are :
- ancestral vision
- attrition
- desert Twister
- Imperious perfect (good even without a strong elf theme)
i also play and love :
- Arcanis
- Muse vessel
But im not as sure as for the 4 others.
I would'nt play any of the other cards. In my opinion they are too weak for a cube but as i didnt test, im not sure.
1) Neither - Icy should be enough
2) Wurm for sure, can you fit in both tho?
3) Agree with Neonico, All Sun's Dawn all the way!
4) Again Black Vise it the choice here
5) See 1.
6) ***, Vengence, Rout and Command
7) My choices would be from that list
IN: Erati, Attrition, Vision (if not playing Ancestral Recall), Twister, Bridge and Vessel and maybe Pongify (I just have a fondness for it)
Hope that helps?
Edit: Dosan I guess can cut it, shame you dont run lotus for T1 Dosan =P
for 3) I have all three of Restock, All Suns' Dawn, and Holistic Wisdom in my cube, and they work out very nicely. The power of these cards are pretty high on the green noncreature category that you have to have something else you can take out to fit all of these in.
They also kind of do different things. All Suns' Dawn gets taken by the more multicolour splash heavy guy, with alot of signets and bouncelands, since All Suns' Dawn works both as a splash or a main coloured card. Restock usually always end up in the heavy green guy's pile (Plow Under, Eternal Witness->Plow Under, Plow, Restock->Plow, Witness, Plow, Witness, Plow is just a ridiculous play in heavy green that works with 3 cards and can pretty much kill every other deck). Holistic Wisdom is often part of a soft lock, and allows a player to recur stuff like Wasteland or Strip Mine mid game or Mindslaver late game a few times to easily put away the game.
They may look similar, but they don't compete for the same slot in the same archetypes.
Recollect and Regrowth are the weakest out of the bunch. You can't really pull off nasty stuff with it when you are only getting back 1 card. I cut regrowth for one of the 3 above and haven't had any trouble so far. I mean, it's not like Regrowth is an early game card anyway, so the 2 mana tag doesn't make it that much better.
For the Wrath slots, I would take: Austere Command, Final Judgement, Akroma's Vengeance, and Wrath of God.
Command/Vengeance acts more as a disk/o-stone effect, and lets you hit annoying artifact/enchantments. Final Judgement stops graveyard recursion, which is a strong part of cube play. Wrath of God is the cheapest out of all of those at 4 mana, so that should be included too.
For the other cards:
-Arcanis is fine, but he only works in pretty much a single archetype. Either mono blue control or U/r control. As the finisher he is great. If you manage to untap with him, then your opponent is in big trouble. You just have to remember that Arcanis is like Meloku, you can't ramp him out there really fast or else he'll get eaten alive by the first removal spell your opponent has.
-Ancestral Visions I have never really liked. In cubes, it is easier to hit 4-5 mana and cast Concentrate/Tidings kind of spell instead of waiting for 4 turns with Visions.
-Stinkweed Imp is great if you utilize dredge (Ichorid, Bazaar, Flashback stuff and all the other shenanigans out of the dredge deck), otherwise, he isn't particularly good.
-Ensnaring Bridge works in 2 builds: stax and burn. If you don't have a good base for those 2 archetypes, I wouldn't hesitate to cut it.
-Imperious Perfect is quite strong if you have a strong elf theme (not only mana elves, but also elves that do stuff).
-Attrition is more of a sac outlet than a way of dealing with creatures. Unless, of course, you can generate tons and tons of tokens to abuse it with also.
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Catastrophe has been far and away the best Wrath effect for us in our area. Having the option to Wrath or 'Geddon usually makes it better than either of those cards. I'd suggest Catastrophe, Wrath, Vengeance, and Command given the option. Rout is very close though, but too often just a five-mana Wrath to be considered superior to the four previously listed.
Keep in mind my cube is 60 cards for each color, multicolor, artifact and land; so 480 total. I don't want to make it higher because I want the power to be somewhat high (not power 9 high mind you).
Here goes...
#1) Stonybrook Angler or Puppeteer?
Ok, so we're off to a slow start, not very exciting I'll admit (I just said high power in the previous paragraph, I know), but I've got some nice tap-effect creatures in there, so want to put just one of these. I just can't make up my mind, which one would you put in or is there something else i'm missing?
#2) Shivan Wurm or Rumbling Slum?
I have Shivan Wurm in there now, since he enables a few 187 cards plus he has trample, but well, Slum is also very good...
#3) All Sun's Dawn, Restock, Recollect or Holistic Wisdom?
I have Regrowth in there of course, but feel like I need one more of that type of spell. I can't put 2 more though because my non-creature green only has 22-23 spots... Oh what to pick?... What to pick...
#4) Rackling and Viseling or The Rack and Black Vise?
Well I've got some nice reanimation in there, so... Plus the fact that I don't own a black-bordered Vise... (yes it must be black-bordered... are you kidding? :rolleyes:)
#5) Icy Manipulator or Puppet Strings?
One taps lands, the other can untap a creature as well but costs a bit more to use.
#6) I want only four of these white cards: Wrath of God, Austere Command, Akroma's Vengeance, Catastrophe, Sunscour, Rout, Final Judgement; which?
Austere is sure as well as Vengeance and maybe Catastrophe, should I favour Rout over Wrath? is that sacrilege? I don't want to put 5 of these; I also already have Balance and Cataclysm in.
Finaly if you would be so kind, tel me what you think of these in a cube:
Ertai, Wizard Adept
Prodigal Sorcerer
Arcanis the Ominpotent
Ancestral Vision
Pongify... (does blue need removal?)
Haakon, Stromgald Scourge... (strong knight theme)
Stinkweed Imp
Attrition
Nightmare Void
Aggravated Assault
Goblin War Drums
Thornweald Archer
Dosan the Falling Leaf
Imperious Perfect... (strong elf theme)
Desert Twister
Ensnaring Bridge
Muse Vessel
Slate of Ancestry
I know it may hard to judge some of these without seeing the whole thing, but just your general thoughts would help me.
Again thank you very much...
2) i also hesitated between both, tested both, and my favorite is Rumbling slum... No particular reason, except perhaps that the most common archetype played with those beasts is RG land destruction, and in this one, Wurm is perhaps better, especially if you play keldon vandal, avalanche rider, Tin-street hoolligan, and so on... But sometimes, those archetypes didnt play enough creatures to make Wurm better than slum, at least in my cube.
3) All suns dawn, hands down....
4) black vise for sure.... I dont like the rack in cube... But black vise, obv... so Rack and Black vise.
5) Icy manipulator, because it can attack lands. The untap creatures is not that important i think. Plus, Icy is a mythic card of Magic. Should be in any Cube.
6) I totally agree for Akroma's Vengeance and Austere command, because they can deal with allmost anything. For the same reason as icy manipulator (Mythic card) i cannot consider not playing Wrath of God. If all of your board sweepers coast 6, its also important to have one that cost at least as possible. For the last one, I would really hesitate between Rout and Catastrophe, my pick would be Rout because the instant capacity is important against UG aggro control decks if they full tap to draw and because without the additionnal cost, it feets better the curve of your board sweepers (2 4 4 5 6 6 is really better than 2 4 4 6 6 6, giving you more options.
About the other cards :
The only cards i play and i recommand to include are :
- ancestral vision
- attrition
- desert Twister
- Imperious perfect (good even without a strong elf theme)
i also play and love :
- Arcanis
- Muse vessel
But im not as sure as for the 4 others.
I would'nt play any of the other cards. In my opinion they are too weak for a cube but as i didnt test, im not sure.
2) Wurm for sure, can you fit in both tho?
3) Agree with Neonico, All Sun's Dawn all the way!
4) Again Black Vise it the choice here
5) See 1.
6) ***, Vengence, Rout and Command
7) My choices would be from that list
IN: Erati, Attrition, Vision (if not playing Ancestral Recall), Twister, Bridge and Vessel and maybe Pongify (I just have a fondness for it)
Hope that helps?
Edit: Dosan I guess can cut it, shame you dont run lotus for T1 Dosan =P
Trading
They also kind of do different things. All Suns' Dawn gets taken by the more multicolour splash heavy guy, with alot of signets and bouncelands, since All Suns' Dawn works both as a splash or a main coloured card. Restock usually always end up in the heavy green guy's pile (Plow Under, Eternal Witness->Plow Under, Plow, Restock->Plow, Witness, Plow, Witness, Plow is just a ridiculous play in heavy green that works with 3 cards and can pretty much kill every other deck). Holistic Wisdom is often part of a soft lock, and allows a player to recur stuff like Wasteland or Strip Mine mid game or Mindslaver late game a few times to easily put away the game.
They may look similar, but they don't compete for the same slot in the same archetypes.
Recollect and Regrowth are the weakest out of the bunch. You can't really pull off nasty stuff with it when you are only getting back 1 card. I cut regrowth for one of the 3 above and haven't had any trouble so far. I mean, it's not like Regrowth is an early game card anyway, so the 2 mana tag doesn't make it that much better.
For the Wrath slots, I would take: Austere Command, Final Judgement, Akroma's Vengeance, and Wrath of God.
Command/Vengeance acts more as a disk/o-stone effect, and lets you hit annoying artifact/enchantments. Final Judgement stops graveyard recursion, which is a strong part of cube play. Wrath of God is the cheapest out of all of those at 4 mana, so that should be included too.
For the other cards:
-Arcanis is fine, but he only works in pretty much a single archetype. Either mono blue control or U/r control. As the finisher he is great. If you manage to untap with him, then your opponent is in big trouble. You just have to remember that Arcanis is like Meloku, you can't ramp him out there really fast or else he'll get eaten alive by the first removal spell your opponent has.
-Ancestral Visions I have never really liked. In cubes, it is easier to hit 4-5 mana and cast Concentrate/Tidings kind of spell instead of waiting for 4 turns with Visions.
-Stinkweed Imp is great if you utilize dredge (Ichorid, Bazaar, Flashback stuff and all the other shenanigans out of the dredge deck), otherwise, he isn't particularly good.
-Ensnaring Bridge works in 2 builds: stax and burn. If you don't have a good base for those 2 archetypes, I wouldn't hesitate to cut it.
-Imperious Perfect is quite strong if you have a strong elf theme (not only mana elves, but also elves that do stuff).
-Attrition is more of a sac outlet than a way of dealing with creatures. Unless, of course, you can generate tons and tons of tokens to abuse it with also.
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