I think it's just wrong. Maybe he doesn't enable aggro well enough in his cube or only bad aggro players are in his draft group(unlikely). I know I run quite a bit of artifact accel and aggro does just fine. Control does a little better on average, but that's a problem I'm working on ironing out and I don't blame the signets.
The bounce lands may not be valued as highly for aggro players, which might be a reason for cutting them--as a way to make the cube more balanced for either deck type. This is also a "solution" I don't agree with.
I would not remove the signets from my cube anytime soon. They provide fixing and accel to slower decks that need it. Also, my playgroup doesn't value Signets highly at all (their loss), so Signets aren't negative in any way for my group or cube.
LaPille removed the signets and bouncelands from his cube, saying this (on his twitter)
I'm not sure that I 100% agree with this, but what do you all think? (I'm not personally looking to remove signets from my cube anytime soon.)
Disagree 100% on both accounts. Signets don't make control too good for aggro to compete, and bouncelands are fantastic and aren't too good in any situation.
impossible pressure... what a hyperbole. I find it hard to take this comment seriously. And anyway, if he did invest some thought on the subject it should be worth more than a tweet.
I said this in my thread, but I don't run the bouncelands because they make for terrible timewalk situations when you're against land destruction. If you have your bounceland bounced/strip mined/stone rained etc. after a couple games you start to realize that this flaw makes you vulnerable whenever putting them in your deck. My solution, when I play cubes that run them, is just not to draft them anymore. They're not worth playing IMO.
I don't agree at all about taking the signets out, however.
impossible pressure... what a hyperbole. I find it hard to take this comment seriously. And anyway, if he did invest some thought on the subject it should be worth more than a tweet.
Well, there's only really so much that can be done with a twitter page, I don't think he'd be able to do an official WOTC update about it since (AFAIK) his website updates are about stuff he's asked to write about.
He followed up with this when someone asked for clarification:
Signets let midrange decks speed through early turns and non-green decks accelerate quickly, marginalizing attack and green decks
I agree with the disagreement so far in this thread. I think the signets are incredibly powerful cards (I ranked them as something like #9 on artifacts) but I don't think they're that much a hindrance to aggro decks' viability.
LaPille removed the signets and bouncelands from his cube, saying this (on his twitter)
I'm not sure that I 100% agree with this, but what do you all think? (I'm not personally looking to remove signets from my cube anytime soon.)
Well the Signets definately hurt aggro more than they help it. I've thought about cutting them recently to remedy this problem as well as increase the value of green mana ramp. I haven't actually done this yet because I feel like it's a pretty drastic move, we'll see in time though.
I said this in my thread, but I don't run the bouncelands because they make for terrible timewalk situations when you're against land destruction. If you have your bounceland bounced/strip mined/stone rained etc. after a couple games you start to realize that this flaw makes you vulnerable whenever putting them in your deck. My solution, when I play cubes that run them, is just not to draft them anymore. They're not worth playing IMO.
Bouncelands should be in every cube I think. The fact that they can be blown up by LD is the deckbuilder's problem not the cubebuilder's problem. Running bouncelands in your deck opens up the possibility of suffering a huge tempo loss, but that's the price you have to pay for the virtual card advantage and fixing they provide.
I wouldn't run either if my cube was 400 or less cards tight. There are better options IMO. Anything bigger and they make the cut pretty easily for me, and I don't think they should be banned for power reasons at all ... since they are only really good, not powerful/busted in my view.
Now now, I know it's not the conclusion that this forum has reached about how to make aggro viable, but a flat dismissal isn't necessarily the solution.
The reason why I think removing the Signets is a mistake is because even aggro decks want to run on colour signets. Removing cards that are useful to all archetypes (although admittedly, more useful to control) seems like the wrong way of solving that problem.
Tom, if you see this, please feel free to join in the discussion, this isn't meant to be an attack on you.
Looking at his cube (which I see is out of date and still has the signets, no Vampire lacerator or other cards from modern sets etc)), I see the following concerns:
Problem 1. White two drops. Serra Avenger isn't a two drop, and of the other 10, a whopping *9* of them are WW. That puts a whole heap of pressure on curving out.
Suggestion 1: Add splashable white two drops to ease mana concerns, preferably with evasion. Soltari Trooper, Mistral Charger, Sormfront Pegasus and Kor Skyfisher all are semi-playable two drops that do what aggro decks want to do: attack.
Problem 2: Not enough Red haste creatures. Tom has some (including Ball Lightning?) but does not have nearly the amount of haste creatures that *I* do, which is a tremendous trump to follow up a sweeper from your midrange/control opponent.
Solution 2: Adding Rorix, Hellkite Charger, Thunderblust, Blistering Firecat, as well as the haste flashback guys can help aggro keep the pedal to the metal
Problem 3: Too many rubbishy gold cards. We get it, gold cards are fun. But they just aren't worth the permutations you make your manabase go through. Plus, they seed the back end of each booster with cards that are really only viable in midrange/control decks (since bad gold cards are usually terrible aggro cards but fairly decent filler for a midrange deck).
Solution 3: Cut a bunch of them. Here's some I don't think you'd miss: Grave-Shell Scarab, Wrecking Ball, Dimir Cutpurse, Pygmy Hippo, Invoke the Firemind, Burning-Tree Shaman, Death Grasp , Galina's Knight, Lightning Angel, Numot, the Devastator, Goblin Legionnaire, Anurid Brushhopper. I restricted myself to one of each colour. I could reccomend more cuts.
Problem 4: Too many pump spells. Although these might *look* like aids to the aggro decks, they are really just opportunities for the control decks to 2-for-1 you. Cube aggro decks play out more like constructed decks than limited ones, and what red deck wins wants to play Brute Force?
Solution 4: Remove bad pump spells (that don't give reach or are easily disrupted). Give them more burn to proactively remove blockers, and later on, the opponent. Or just more aggro creatures.
Reckless Charge -> Hellspark Elemental
Brute Force -> Hell's Thunder
Elephant Guide -> Wild Dogs
Moldervine Cloak -> Twinblade Slasher
Berserk -> Uktabi Orangutang (not aggro, but helps smash the signets you hate while keeping the pressure on)
Might of Oaks -> Briarhorn
Problem 5: Not enough artifact removal. Tom is solving this problem by removing some artifacts, but signets aren't even the most broken artifacts that you have to solve!
Solution 5: Add more artifact kill! And to solve the problem of maybe there aren't artifacts to kill making them dead cards, make them Fraggles! I would add in Keldon Vandals, Uktabi Orangutang, Viridian Shaman, Wickedborough Elder, Mold Shambler, Kor Sanctifiers, Venser etc.
Problem 6: Not enough land destruction. Ok, this isn't really framed the way the others were, but that's the only way I can understand cutting karoos. Why not seed the cube with more answers to karoos instead?
Solution 6: Plow Under (!), Pillage (!), Creeping Mold, Ravenous Baboons, Aftershock, even stuff like Ogre Arsonist, Terastodon and Woodfall Primus help punish lands severely, and on a karoo they set the opponent back TWO land drops.
Anyway, that's probably enough 'advice' for one post, particularly since it's moderately unlikely that Tom will ever read this.
There's a more recent list of his here but it's still pretty out of date (I think circa late 2008.) I've asked him to provide a current list but I haven't gotten a reply yet. (I did link him to the article on twitter, so he may show up, who knows.)
This is exactly the kind of removal of cards I don't like. To remove good cards to improve certain archetypes is just wrong imo. Aggro don't hurt that much because of signets and bounce-lands, and green is still the best fixing color even if there's some artifact fixing as well...
Imo the removal of signets and bounce-lands is a faulty decision...
The fact that they can be blown up by LD is the deckbuilder's problem not the cubebuilder's problem.
I don't disagree, but I'd like to point out that IMO the cubebuilder should avoid cards they feel will lead to unfun experiences for the players. Of course what's considered unfun is going to be different from cubebuilder to cubebuilder
For every time I'm not having fun when my bounce lands get blown up, there is another time when I'm having fun because they are fixing my mana or being untapped with Treachery or whatever. Pros and Cons.
There's a more recent list of his here but it's still pretty out of date (I think circa late 2008.) I've asked him to provide a current list but I haven't gotten a reply yet. (I did link him to the article on twitter, so he may show up, who knows.)
He's said on his facebook that he can't post his current cube list because now that he is a Wizard employee he can't tell, or even suggest, what cards people should or shouldn't run.
He's said on his facebook that he can't post his current cube list because now that he is a Wizard employee he can't tell, or even suggest, what cards people should or shouldn't run.
Huh, that sucks. I figured that he couldn't post his entire list because he stopped posting on his site, but that sucks that he can't even suggest what people could/couldn't run, but that does make sense if the cube is essentially a set and that's probably what's in his contract.
I took signets out of my cube a long time ago, glad someone reputable agrees that they can be disruptive to the end goal of your cube.
I have a common cube though, so it's a little different. If you care, my reasoning is in the first few pages of my cube thread. Essentially it's hard for aggro to compete when control decks can reliably draft ways to avoid the early game, and it does diminish some defining characteristics of green. Some mana acceleration and fixing is good, but when you add a cycle of 10, it's easy to oversaturate it.
Essentially it's hard for aggro to compete when control decks can reliably draft ways to avoid the early game
Then make aggro better... don't make signet decks worse.
Quote from Magicmerl »
Looking at his cube (which I see is out of date and still has the signets, no Vampire lacerator or other cards from modern sets etc)), I see the following concerns:
Problem 1. White two drops. Serra Avenger isn't a two drop, and of the other 10, a whopping *9* of them are WW. That puts a whole heap of pressure on curving out.
Suggestion 1: Add splashable white two drops to ease mana concerns, preferably with evasion. Soltari Trooper, Mistral Charger, Sormfront Pegasus and Kor Skyfisher all are semi-playable two drops that do what aggro decks want to do: attack.
Problem 2: Not enough Red haste creatures. Tom has some (including Ball Lightning?) but does not have nearly the amount of haste creatures that *I* do, which is a tremendous trump to follow up a sweeper from your midrange/control opponent.
Solution 2: Adding Rorix, Hellkite Charger, Thunderblust, Blistering Firecat, as well as the haste flashback guys can help aggro keep the pedal to the metal
Problem 3: Too many rubbishy gold cards. We get it, gold cards are fun. But they just aren't worth the permutations you make your manabase go through. Plus, they seed the back end of each booster with cards that are really only viable in midrange/control decks (since bad gold cards are usually terrible aggro cards but fairly decent filler for a midrange deck).
Solution 3: Cut a bunch of them. Here's some I don't think you'd miss: Grave-Shell Scarab, Wrecking Ball, Dimir Cutpurse, Pygmy Hippo, Invoke the Firemind, Burning-Tree Shaman, Death Grasp , Galina's Knight, Lightning Angel, Numot, the Devastator, Goblin Legionnaire, Anurid Brushhopper. I restricted myself to one of each colour. I could reccomend more cuts.
Problem 4: Too many pump spells. Although these might *look* like aids to the aggro decks, they are really just opportunities for the control decks to 2-for-1 you. Cube aggro decks play out more like constructed decks than limited ones, and what red deck wins wants to play Brute Force?
Solution 4: Remove bad pump spells (that don't give reach or are easily disrupted). Give them more burn to proactively remove blockers, and later on, the opponent. Or just more aggro creatures.
Reckless Charge -> Hellspark Elemental
Brute Force -> Hell's Thunder
Elephant Guide -> Wild Dogs
Moldervine Cloak -> Twinblade Slasher
Berserk -> Uktabi Orangutang (not aggro, but helps smash the signets you hate while keeping the pressure on)
Might of Oaks -> Briarhorn
Problem 5: Not enough artifact removal. Tom is solving this problem by removing some artifacts, but signets aren't even the most broken artifacts that you have to solve!
Solution 5: Add more artifact kill! And to solve the problem of maybe there aren't artifacts to kill making them dead cards, make them Fraggles! I would add in Keldon Vandals, Uktabi Orangutang, Viridian Shaman, Wickedborough Elder, Mold Shambler, Kor Sanctifiers, Venser etc.
Problem 6: Not enough land destruction. Ok, this isn't really framed the way the others were, but that's the only way I can understand cutting karoos. Why not seed the cube with more answers to karoos instead?
Solution 6: Plow Under (!), Pillage (!), Creeping Mold, Ravenous Baboons, Aftershock, even stuff like Ogre Arsonist, Terastodon and Woodfall Primus help punish lands severely, and on a karoo they set the opponent back TWO land drops.
Outstanding points. All of them.
Quote from Darkmindtone »
He's said on his facebook that he can't post his current cube list because now that he is a Wizard employee he can't tell, or even suggest, what cards people should or shouldn't run.
Except he's saying we shouldn't cube with Signets or Bouncelands... so... that's exactly what he's doing.
i disagree with merl in the point that aggro decks wants on-colour signets, you almost never wants to skip your 2 drop so you can have 4 mana on turn 3, since you should have mostly 1/2/3 drops. Signet actually disrupt your curve more than help it, its only when you have lots of 4 and 5 drops that signets starts to shin and thats more a midrange deck. This is also why I have been thinking about removing signets in the more aggresive colour pairs.
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Copy this sig to join the cause. Cuz, ya know, Wizards makes decisions based on sigs.
But from my recent drafting experience, even when I am a 2 colour aggro deck, I look at my deck, and realize I wouldn't run the signet even if I had one anyways.
Without signets, your curve.
Turn 2 2 drop
turn 3 3 drop
with signet
turn 3 2-2drops or a 4 drop
The first instance is much more preferable for aggro decks.
Private Mod Note
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Rollback Post to RevisionRollBack
I am petitioning for the end of: the Mythic rarity, the Planeswalker card type, the post-8th edition card faces, the 2010 rule changes, colorless cards that aren't artifacts or lands, the Legendary supertype, the stack, auras, multicolor cards, artifact creatures, tokens, goblins, merfolk, elves, sorceries, instants, and permanents. Basically, I just want to play with purple contraptions.
Copy this sig to join the cause. Cuz, ya know, Wizards makes decisions based on sigs.
But from my recent drafting experience, even when I am a 2 colour aggro deck, I look at my deck, and realize I wouldn't run the signet even if I had one anyways.
Without signets, your curve.
Turn 2 2 drop
turn 3 3 drop
with signet
turn 3 2-2drops or a 4 drop
The first instance is much more preferable for aggro decks.
I think what wtwlf123 is trying to say is that even RG, GW, RW, and BR all have certain styles of decks that will effectively use the signets. Those decks aren't the aggressive ones you are talking about, but rather slower, more mid-range flavored decks. I definitely agree with this, as well as with your position that aggro deck almost never want to actually run a signet since wasting your 2nd turn on something that isn't a threat isn't aggressive at all.
I think what wtwlf123 is trying to say is that even RG, GW, RW, and BR all have certain styles of decks that will effectively use the signets. Those decks aren't the aggressive ones you are talking about, but rather slower, more mid-range flavored decks. I definitely agree with this, as well as with your position that aggro deck almost never want to actually run a signet since wasting your 2nd turn on something that isn't a threat isn't aggressive at all.
Correct. Simply because the majority of WR decks are aggro decks (and therefore the majority of cube support in those colors favors aggro) that doesn't mean that support for both WR mid-range and WR control should be excluded entirely.
Red is an aggro color, but that doesn't stop some non-aggro cards like Starstorm, Crater Hellion and Wildfire from being good, and therefore being used in the cube. Same goes for the signets (even in the "aggro" combinations). They're good cards that belong in the cube for those decks that want to use them... even if they're atypical.
I may not run signets in my aggro deck, but I'll certainly include them for those decks that want them in there. They're fantastic cards.
I could see cutting the signets, but never the bouncelands. I may value them higher than most, but there are so many amazing things that they do. One of their benefits that doesn't get a lot of press is how they reduce mulligans. Heck, if it weren't for the fetches, I would prefer a bounce to a dual any day of the week.
Then make aggro better... don't make signet decks worse.
My aggro is already more or less as good as it can be, I'm happy with the power of everything in my cube. My cube is in great shape now, with no real dominant strategies, so I'm not going to fix what isn't broken. To force signets in would be to say that there is something objectively good about them.
I'm not sure that I 100% agree with this, but what do you all think? (I'm not personally looking to remove signets from my cube anytime soon.)
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
The bounce lands may not be valued as highly for aggro players, which might be a reason for cutting them--as a way to make the cube more balanced for either deck type. This is also a "solution" I don't agree with.
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Disagree 100% on both accounts. Signets don't make control too good for aggro to compete, and bouncelands are fantastic and aren't too good in any situation.
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I don't agree at all about taking the signets out, however.
Well, there's only really so much that can be done with a twitter page, I don't think he'd be able to do an official WOTC update about it since (AFAIK) his website updates are about stuff he's asked to write about.
He followed up with this when someone asked for clarification:
I agree with the disagreement so far in this thread. I think the signets are incredibly powerful cards (I ranked them as something like #9 on artifacts) but I don't think they're that much a hindrance to aggro decks' viability.
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
Well the Signets definately hurt aggro more than they help it. I've thought about cutting them recently to remedy this problem as well as increase the value of green mana ramp. I haven't actually done this yet because I feel like it's a pretty drastic move, we'll see in time though.
Bouncelands should be in every cube I think. The fact that they can be blown up by LD is the deckbuilder's problem not the cubebuilder's problem. Running bouncelands in your deck opens up the possibility of suffering a huge tempo loss, but that's the price you have to pay for the virtual card advantage and fixing they provide.
http://forums.mtgsalvation.com/showthread.php?t=385729
The reason why I think removing the Signets is a mistake is because even aggro decks want to run on colour signets. Removing cards that are useful to all archetypes (although admittedly, more useful to control) seems like the wrong way of solving that problem.
Tom, if you see this, please feel free to join in the discussion, this isn't meant to be an attack on you.
Looking at his cube (which I see is out of date and still has the signets, no Vampire lacerator or other cards from modern sets etc)), I see the following concerns:
Problem 1. White two drops. Serra Avenger isn't a two drop, and of the other 10, a whopping *9* of them are WW. That puts a whole heap of pressure on curving out.
Suggestion 1: Add splashable white two drops to ease mana concerns, preferably with evasion. Soltari Trooper, Mistral Charger, Sormfront Pegasus and Kor Skyfisher all are semi-playable two drops that do what aggro decks want to do: attack.
Problem 2: Not enough Red haste creatures. Tom has some (including Ball Lightning?) but does not have nearly the amount of haste creatures that *I* do, which is a tremendous trump to follow up a sweeper from your midrange/control opponent.
Solution 2: Adding Rorix, Hellkite Charger, Thunderblust, Blistering Firecat, as well as the haste flashback guys can help aggro keep the pedal to the metal
Problem 3: Too many rubbishy gold cards. We get it, gold cards are fun. But they just aren't worth the permutations you make your manabase go through. Plus, they seed the back end of each booster with cards that are really only viable in midrange/control decks (since bad gold cards are usually terrible aggro cards but fairly decent filler for a midrange deck).
Solution 3: Cut a bunch of them. Here's some I don't think you'd miss: Grave-Shell Scarab, Wrecking Ball, Dimir Cutpurse, Pygmy Hippo, Invoke the Firemind, Burning-Tree Shaman, Death Grasp , Galina's Knight, Lightning Angel, Numot, the Devastator, Goblin Legionnaire, Anurid Brushhopper. I restricted myself to one of each colour. I could reccomend more cuts.
Problem 4: Too many pump spells. Although these might *look* like aids to the aggro decks, they are really just opportunities for the control decks to 2-for-1 you. Cube aggro decks play out more like constructed decks than limited ones, and what red deck wins wants to play Brute Force?
Solution 4: Remove bad pump spells (that don't give reach or are easily disrupted). Give them more burn to proactively remove blockers, and later on, the opponent. Or just more aggro creatures.
Reckless Charge -> Hellspark Elemental
Brute Force -> Hell's Thunder
Elephant Guide -> Wild Dogs
Moldervine Cloak -> Twinblade Slasher
Berserk -> Uktabi Orangutang (not aggro, but helps smash the signets you hate while keeping the pressure on)
Might of Oaks -> Briarhorn
Problem 5: Not enough artifact removal. Tom is solving this problem by removing some artifacts, but signets aren't even the most broken artifacts that you have to solve!
Solution 5: Add more artifact kill! And to solve the problem of maybe there aren't artifacts to kill making them dead cards, make them Fraggles! I would add in Keldon Vandals, Uktabi Orangutang, Viridian Shaman, Wickedborough Elder, Mold Shambler, Kor Sanctifiers, Venser etc.
Problem 6: Not enough land destruction. Ok, this isn't really framed the way the others were, but that's the only way I can understand cutting karoos. Why not seed the cube with more answers to karoos instead?
Solution 6: Plow Under (!), Pillage (!), Creeping Mold, Ravenous Baboons, Aftershock, even stuff like Ogre Arsonist, Terastodon and Woodfall Primus help punish lands severely, and on a karoo they set the opponent back TWO land drops.
Anyway, that's probably enough 'advice' for one post, particularly since it's moderately unlikely that Tom will ever read this.
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
Imo the removal of signets and bounce-lands is a faulty decision...
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I don't disagree, but I'd like to point out that IMO the cubebuilder should avoid cards they feel will lead to unfun experiences for the players. Of course what's considered unfun is going to be different from cubebuilder to cubebuilder
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He's said on his facebook that he can't post his current cube list because now that he is a Wizard employee he can't tell, or even suggest, what cards people should or shouldn't run.
(list not current)
My Cube Google Docs Spreadsheet: https://spreadsheets.google.com/spreadsheet/ccc?key=0AibgWfz0ukmOdDNhOHlucjcxUi1wVy00NDhLbDUtUlE&hl=en_US#gid=8
(list is always current)
Huh, that sucks. I figured that he couldn't post his entire list because he stopped posting on his site, but that sucks that he can't even suggest what people could/couldn't run, but that does make sense if the cube is essentially a set and that's probably what's in his contract.
I used to write cube articles on StarCityGames, now for GatheringMagic and podcast about cube (w/Antknee42.)
I have a common cube though, so it's a little different. If you care, my reasoning is in the first few pages of my cube thread. Essentially it's hard for aggro to compete when control decks can reliably draft ways to avoid the early game, and it does diminish some defining characteristics of green. Some mana acceleration and fixing is good, but when you add a cycle of 10, it's easy to oversaturate it.
http://forums.mtgsalvation.com/showthread.php?t=174913
Then make aggro better... don't make signet decks worse.
Outstanding points. All of them.
Except he's saying we shouldn't cube with Signets or Bouncelands... so... that's exactly what he's doing.
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Copy this sig to join the cause. Cuz, ya know, Wizards makes decisions based on sigs.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
Without signets, your curve.
Turn 2 2 drop
turn 3 3 drop
with signet
turn 3 2-2drops or a 4 drop
The first instance is much more preferable for aggro decks.
Copy this sig to join the cause. Cuz, ya know, Wizards makes decisions based on sigs.
I think what wtwlf123 is trying to say is that even RG, GW, RW, and BR all have certain styles of decks that will effectively use the signets. Those decks aren't the aggressive ones you are talking about, but rather slower, more mid-range flavored decks. I definitely agree with this, as well as with your position that aggro deck almost never want to actually run a signet since wasting your 2nd turn on something that isn't a threat isn't aggressive at all.
(list not current)
My Cube Google Docs Spreadsheet: https://spreadsheets.google.com/spreadsheet/ccc?key=0AibgWfz0ukmOdDNhOHlucjcxUi1wVy00NDhLbDUtUlE&hl=en_US#gid=8
(list is always current)
Correct. Simply because the majority of WR decks are aggro decks (and therefore the majority of cube support in those colors favors aggro) that doesn't mean that support for both WR mid-range and WR control should be excluded entirely.
Red is an aggro color, but that doesn't stop some non-aggro cards like Starstorm, Crater Hellion and Wildfire from being good, and therefore being used in the cube. Same goes for the signets (even in the "aggro" combinations). They're good cards that belong in the cube for those decks that want to use them... even if they're atypical.
I may not run signets in my aggro deck, but I'll certainly include them for those decks that want them in there. They're fantastic cards.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
My aggro is already more or less as good as it can be, I'm happy with the power of everything in my cube. My cube is in great shape now, with no real dominant strategies, so I'm not going to fix what isn't broken. To force signets in would be to say that there is something objectively good about them.
http://forums.mtgsalvation.com/showthread.php?t=174913