I'm currently picking up the last couple of cards I need to finish my first cube (360 cards, unpowered, probably on par or slightly less powerful than the MTGO Legendary cube, list not yet on cubetutor), and I am looking for some advice about my current fetchland situation. Basically, I have all 5 from Onslaught/Khans, but none from Zendikar. The rule I made for myself was that I was not going to include any card worth more than 50$, that I didn't already own. Obviously, if I stick to this rule, Zendikar fetchlands are out, barring a reprint. I want to make sure that my cube has good fixing available in all colors, so I'm trying to figure out what I should do. So far I've come up with several options, but I would love to get some more input and hear any ideas you all have.
Option A: Proxy the fetches. Perfect for functionality, but it would be nice to have real versions of every card. Right now I'm leaning toward this option.
Option B: No fetches at all. I would end up running shocks, manlands and probably checklands. How much would this option hurt my fixing?
Option C: Run checklands, shocks and manlands for all guilds, run the 5 fetches I have and signets for the other 5 guilds. I've convinced myself that this kind of makes sense, but I have trouble putting into words why... The main problem that I see with this plan is that it provides good ramp options to all colors, which might undermine green
Your cube will be draftable no matter which option you choose. I'd just proxy up the missing ones. I don't like proxies, but I'd rather run proxies than have to exclude critical cards simply based on cost.
There's nothing wrong with just running half of the fetches if that's all you have handy, but I wouldn't run Signets instead of dual lands if I were you, mana rocks don't really take the place of mana fixing lands because they don't go well in anywhere near as many decks - especially aggro decks. Why not run enemy pain lands instead? They come into play untapped and can make colored mana immediately, and most of the enemy pain lands only cost about $2-$3 each.
Don't get me wrong, there's nothing wrong with Signets, I run the full cycle myself, and green ramp decks are still very competitive in my cube.
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I'd just proxy the cards you don't have. I proxy with each new set release until the prices settle down and foils become more affordable. Obviously, not having proxies is preferable to having proxies, but it keeps you from missing out on playing with cards that you may not have immediate access to. If you don't want to proxy and would rather substitute, I think Spike Rogue's suggestion of pain lands is better than using Signets.
I only have the cycle of friendly fetches in my cube, and it works fine. It's not ideal, but I understand not wanting to use proxies or not having the money to buy enemy fetches.
I'd make sure to run a decent slew of mana fixing lands, be they shocks, painlands, vivid lands, scry lands, BFZ tango lands, whatever. As long as the fixing is there and available is what matters most. Better fixing makes for better cubes, but no fixing makes for a bad time.
If proxying is fine with you, then by all means proxy them.
It does not have to be good proxies as they do not stay in play unlike other lands.
Personally when I had the incomplete set of fetches I still run whatever I have. For the rest I just run any other "dual" lands like pain, filter, even bouncelands.
Now there are many more options like scry, scars, tango etc.
I have only one fetch, i've tried to replace them and my other missing lands with some budget versions but it didn't work very well for my cube, so i decided to proxy all my missing mana fix base, it improved a lot my cube sessions. With time (and money) you can replace the proxies.
Use the three "terramorphic expanses" and the mirage fetches.
Evolving Wilds, Terramorphic Expanse, and.... Warped Landscape? Evolving Wilds and Terramorphic Expanse are great 5c fixers, and I also highly recommend Grand Coliseum and Paliano, the High City as budget 5c lands. City of Brass and Mana Confluence won't set you back too much either. The Mirage fetches are cheap, but if you can afford pain lands and check lands I recommend trying those first. Coming into play tapped is a harsh drawback in cube on duals.
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I'm currently picking up the last couple of cards I need to finish my first cube (360 cards, unpowered, probably on par or slightly less powerful than the MTGO Legendary cube, list not yet on cubetutor), and I am looking for some advice about my current fetchland situation. Basically, I have all 5 from Onslaught/Khans, but none from Zendikar. The rule I made for myself was that I was not going to include any card worth more than 50$, that I didn't already own. Obviously, if I stick to this rule, Zendikar fetchlands are out, barring a reprint. I want to make sure that my cube has good fixing available in all colors, so I'm trying to figure out what I should do. So far I've come up with several options, but I would love to get some more input and hear any ideas you all have.
Option A: Proxy the fetches. Perfect for functionality, but it would be nice to have real versions of every card. Right now I'm leaning toward this option.
Option B: No fetches at all. I would end up running shocks, manlands and probably checklands. How much would this option hurt my fixing?
Option C: Run checklands, shocks and manlands for all guilds, run the 5 fetches I have and signets for the other 5 guilds. I've convinced myself that this kind of makes sense, but I have trouble putting into words why... The main problem that I see with this plan is that it provides good ramp options to all colors, which might undermine green
Thanks so much for your help!
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Don't get me wrong, there's nothing wrong with Signets, I run the full cycle myself, and green ramp decks are still very competitive in my cube.
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I'd make sure to run a decent slew of mana fixing lands, be they shocks, painlands, vivid lands, scry lands, BFZ tango lands, whatever. As long as the fixing is there and available is what matters most. Better fixing makes for better cubes, but no fixing makes for a bad time.
It does not have to be good proxies as they do not stay in play unlike other lands.
Personally when I had the incomplete set of fetches I still run whatever I have. For the rest I just run any other "dual" lands like pain, filter, even bouncelands.
Now there are many more options like scry, scars, tango etc.
Evolving Wilds, Terramorphic Expanse, and.... Warped Landscape? Evolving Wilds and Terramorphic Expanse are great 5c fixers, and I also highly recommend Grand Coliseum and Paliano, the High City as budget 5c lands. City of Brass and Mana Confluence won't set you back too much either. The Mirage fetches are cheap, but if you can afford pain lands and check lands I recommend trying those first. Coming into play tapped is a harsh drawback in cube on duals.
450 card Peasant cube thread. Draft it here.