With the printing of Aetherflux Reservoir in Kaladesh and Sentinel Tower in Battlebond, I think there's a possibility for a less parasitic Storm deck for unpowered cubes. Obviously both like cheap cantrips and rituals for the massive combo kill, like any Storm deck would, but in their absence they also could lend themselves to a more incremental plan or different combo approaches if the draft doesn't entirely go your way or that style of play is not liked by the group.
In an ideal situation, both only need a very low storm count (7 Instants for Aetherflux Reservoir, 6 Instants/Sorceries for Sentinel Tower) as opposed to the usual 10-20 for payoffs like Grapeshot, Empty the Warrens, Brain Freeze or Tendrils, and in addition, should you fizzle mid combo you still try to finish the combo the following turn. Both also require protection, and pretty much any colour can interact with artifacts, hopefully lessening the "Storm is solitaire" knee-jerk.
It looks like they could do work in decks ranging from U/R Spellslinger to Ramp to Elves, and I have some hopes for a flashback based control deck involving stuff like Secrets of the Dead and River Kelpie which will probably not pan out and leave me terribly disappointed.
Does anyone have any thoughts or suggestions on this approach to Storm in cubes?
Yea I'd be super interested in a storm package that could easily be slotted into my cube without taking away from my other archetypes. I've never really messed with storm before so I can't offer any advice but I hope it works out for you.
I managed to find room for Aetherflux Reservoir, still waiting for a copy of Sentinel Tower. It slotted right into my cube without any further tweaks - I already have Burning Vengeance as a build-around and a discard and madness theme, so Faithless Looting and friends are all there for card selection and there's stuff like Snap for the tempo decks to play with.
My partner and I squeezed in a Winston draft with the entire cube with the intention of me building around Aetherflux Reservoir, so the card pool for building the deck was absurdly generous.
Only two pieces of anecdotal evidence regarding gameplay -
Against a Naya humans deck I managed to stabilise, and Aetherflux Reservoir bought me enough time without ever reaching the activated ability. Once I had looted and drawn my way up to like 27 life, Burning Vengeance and burn spells cleared the board on later turns and it was easy sailing from there.
The combo win did happen once, and from a really low life total too. I've tried writing the story a few times, but it's really boring to read. Suffice to say, Baral and Electromancer let Frantic Search and Snap do absurd things with Snapcaster Mage for very little mana.
In fairness sake, Aetherflux Reservoir was a dead draw in one game as I never found a space to cast it before I died.
In both cases where Aetherflux Reservoir did anything, Sentinel Tower would have worked in its place - Either clearing enough of the board that I wasn't facing lethal (And freeing up Burning Vengeance to go face), or also getting the combo kill. Snap and Snapcaster seem almost mandatory for the combo win in the absence of rituals. The sheer value of Electromancer/Baral in both games where the Reservoir did have an impact makes me want to find room for Curious Homunculus, a pet card of mine. Anything else I can say feels obvious - Free spells are broken, cheap card selection is good.
I had a lot of fun with it, so it's staying in the cube. I even have a slot ready for Sentinel Tower when I find a copy.
Hopefully I'll have a real draft with the archetype soon so I can talk about how easy it is to build when you're fighting for cards rather than basically just splitting the cube in half.
edit: I also want to see how it fares against disruption/counterspells, as I did actually have to get spells to resolve to get the combo win. Lifegain or damage triggers alone would not have done it.
I was considering this when Sentinel Tower was spoiled. My initial thoughts was that it could be an additional pay-off card (apart from Monastery Mentor and Young Pyromancer) for the spells matter archetype, and I tinkered around with possible additions that would improve Sentinel Tower without being dead cards in other archetypes. My considerations were all revolved around free spells such as Gitaxian Probe, Manamorphose, Frantic Search and Time Spiral. I wouldn't want to add any rituals since they mainly slot into storm decks without doing anything in other archetypes. You could also consider cards like Guttersnipe, Firebrand Archer and Thermo-Alchemist, although these seem a bit narrow. I ended up dropping the idea since Sentinel Tower only triggers off instant and sorcery spells - if it triggered off all spells like Storm or just noncreature spells like Prowess, I would want to try it out.
Another thing to consider with both Sentinel Tower and Aetherflux Reservoir is that they incentivice you to hold on to your spells untill they hit the battlefield, meaning that your first four turns may be a bit too uninteractive - but i guess that is part of the Storm style of play and the consequences of this depend on how fast the meta is.
If you end up testing it I am also very interested in hearing about the results!
We already support Storm but had completely overlooked the existence of both Aetherflux Reservoir and Sentinel Tower. We are going to give both of them a shot and report back here, it looks like a great way to increase the amount of core storm cards and thus bolster the archetype. Thanks for starting this thread!
Sentinel Tower seems like a cool option that I hadn't considered; I can definitely think of some decks I have build that fire off a few spells in a turn. It's not too hard to see the tower blasting the opponent for 3-6 a turn.
I like the thought of Sentinel Tower over Aetherflux Reservoir, might just be personal taste but I dislike the fact it is harder to win games with if you fall short, Sentinel Tower means I can at least go on a burn backup plan.
Think I am going to try Sentinel Tower and see if I cant get some "Storm-lite" going in my cube.
I was considering this when Sentinel Tower was spoiled. My initial thoughts was that it could be an additional pay-off card (apart from Monastery Mentor and Young Pyromancer) for the spells matter archetype
First of all, thanks for the input
I've been wanting to include Monastery Mentor for a little while actually. Last week someone gave me a copy of Soulfire Grand Master to combo with the Reservoir, which was both generous and seems like a cute idea if a little too deep. Now I want to try a colour-shifted archetypes cube with a white spells matter/storm deck. Could be a fun theorycrafting exercise.
I do want to include Probe and Manamorphose both for this archetype and others, but they aren't in my list for space reasons - I use my guild/hybrid slots to signal archetypes or include a unique build around, and I think having Manamorphose in Gruul would be misleading even though I want to have access to the card. Gitaxian Probe I should just jam in - the reason I haven't is that there's exactly one phyrexian mana spell in each colour, and Tezzeret's Gambit is very heavily maindecked with even off colour aggro decks taking it pretty highly. Might have to swallow my pride and let blue have an extra Phyrexian spell
As far as the trifecta of red payoffs go, I'm running Guttersnipe, Thermo-Alchemist was pretty dead when we tested it and I hadn't even thought about Firebrand Archer. Thank-you for pointing that last one out, I like it a lot and will be looking for a slot for it.
I love Time Spiral too, but I know my cube is the wrong place for it. It's a shame, because I have a totally different (really bad-but-fun) archetype that wants critical mass of big expensive stuff, and Time Spiral could be a really cool alternate payoff for that deck too. Maybe if I include Git Probe and Manamorphose and some other cheap set up I'll test the card.
Another thing to consider with both Sentinel Tower and Aetherflux Reservoir is that they incentivice you to hold on to your spells until they hit the battlefield, meaning that your first four turns may be a bit too uninteractive - but i guess that is part of the Storm style of play and the consequences of this depend on how fast the meta is.
In the very limited experience I've had with trying this deck, I fortunately haven't found that the case. That's more than likely a side effect of my cube having a very high density of flashback and similar. In the early turns of most games, I've been forced to fairly aggressively filter through my deck for removal, or throw cards away to regain a bit of tempo, but stuff like Deep Analysis or Dig Through Time have pulled me back out of that. This is all coming from one Winston and one four man draft, so it's pretty hard on the anecdotal rather than statistically meaningful side.
My cube is admittedly not incredibly tuned and durdling can happen, but aggro decks have been on top pretty consistently. Turn four is about as fast as a aggro deck can clock you, for reference.
I like the thought of Sentinel Tower over Aetherflux Reservoir, might just be personal taste but I dislike the fact it is harder to win games with if you fall short, Sentinel Tower means I can at least go on a burn backup plan.
I do think the Tower is significantly better for limited than the Reservoir, even though I have played 0 games with the former and I prefer the templating and playstyle on the latter. I'm including both for redundancy and because I like jank. I'd really like to hear how the Tower plays in burn, as I like the archetype but we've never seen it succeed with my cube.
I did have another go at forcing a Aetherflux deck, this time in UB, and the card was a bit of an also-ran. Retracing Raven's Crime with a River Kelpie in play was a perfectly fine engine and clock, if slow, and the Reservoir added nothing of note. I really felt the lack of free spells and cheap red looting too.
In this draft, I thinkSentinel Tower would have been a lot better, letting me somewhat blank creature removal, interact with the board, and still have a clock once Raven's Crime is doing its job. That being said, not being able to hold up counters, removal or card draw if you want to get the damage triggers could be a bigger deal than I think.
It could be the spells matters pay of I have been looking for. One huge problem I have found with the spells matters decks is they are usually creature based and there for pretty easily disrupted (Pyromancer, Talrand) but being an artifact gives tower an edge in that regard. 4 mana is an odd spot to have no effect on the board, but
The damage will kill them at a good pace even at 2-3 spells a turn and since it's any target it can be used to hit walkers and creatures as well: Brainstorm - Ping your Mother of Runes for 1 (no protection for you) Ponder - Ping opponent for 2 Faithless Looting - Ping another creature for 3
Flashback Faithless Looting - Kill a planeswalker
That is maybe an ideal turn, but it's not exactly Magical Christmas Land. The tower looks like can do a very good job at board control if you need to to or it can just dome them for 10 if you can fire off 4 spells in a turn.
Unlike traditional storm decks you don't seem to have to run mana generating spells either since you don't need to finish the chain with enough mana to cast your storm spell and you can lean more on draw spells to keep your hand stocked up to do it all again next turn. I could be wrong on that, I'm no storm expert but it does seems like Sentinel Towers ability to split your "storm turn" into 2 turns of 4 spells, rather than 1 turn of 10+, makes it a lot easier to kill with.
Just wanted to report that both Sentinel Tower and Aetherflux Generator are the real deal and add a lot to the Storm archetype. Just 3-0'd a draft with a Storm deck yesterday that contained the Generator. I'm a huge fan.
I've added and removed storm a few times, I like drafting and playing it but it's horrible to play against so no good since most of my cubing is 2-player. Now that we might get 4 players more regularly it's a bit better since it's only 1 game in 3 that might be low on interaction. I found the vintage cube videos where the storm deck didn't get tendrils or brain freeze to be more interesting so I'm testing it out with just empty the warrens and mind's desier as win-cons which makes it more of a big mana cheat deck. There artifacts look like they could reinforce this idea.
Fredo: I had a look at your list and I see your running Jeskai Ascendancy, it's also works in this pseudo-storm type deck, how have you been finding it and where does it see play?
For now in addition, but we are looking how this plays out. Could be that all of them might be too many.
Brain Freeze is too good to cut though. It kills very quick with some regrowth effects. Tendrils works fine with both the Tower and Reservoir, so we hope we don't have to make a choice
Thousand-Year Storm doesn't excite me(*) in the same way as Sentinel Tower and Aetherflux Reservoir do, though I do love the card - expensive red enchantments with game-altering rules text are what I'm all about. It's just that a 6 mana gold card in colours that have trouble ramping just isn't the same as a 4 drop artifact in terms of what it lets you draft and play, even if the text is basically "Your instants and sorceries have "You win the game".
Don't get me wrong, I will play this in so many formats, I already have a Standard deck for it, its going to get jammed it into so many of my EDH and casual decks, and yes I will try it in my cube. I just very much doubt it'll have anywhere approaching the relevance of the already niche Sentinel Tower on the outcome of games. Bear in mind, I'm saying that as someone with a copy of Undying Flames in my cube. No one can deny that -that- is a card that ends games.
I'll be testing Thousand-Year Storm alongside Sentinel Tower and Aetherflux Reservoir, but I don't even know how I'd go about building a deck that wanted the enchantment, or if there are other includes (Outside Manamorphose) that I'd really want to add to make the card worth a pick.
I don't run any regular Storm cards in my cube, though Brain Freeze was in an early version. I like the archetype, I like draft, I dislike the way the archetype drafts. I really like having the draft portion of the night be as much a part of the gameplay as the sitting down and shuffling up decks part, and draft strategies that come down to "I pick the cards that only go in my deck, you pick the cards that only go in yours" to be a waste of a draft. Sadly, traditional Storm plays right into that, with only some mild overlap with some burn or control decks that's usually mitigated by the degree of redundancy of damage-based removal and card selection required to support any form of reliable archetype-based draft environment. My experience with drafting Storm in other cubes (Or Modern Masters) has been pretty disappointing, even when the resulting decks are fun.
On the other hand, I have found Sentinel Tower and Aetherflux Reservoir are great. You still have to fight for relevant cards, there are no safe passes, and if things go wrong mid-draft you can migrate into another archetype relatively painlessly. Should it all go well, you still get a Storm deck that plays like a Storm deck, you just don't get to say "Tendrils for 80" at the end.
(*) Edit for clarity, the card excites the **** outta me. I read it when it was spoiled and got giddy with excitement. Opened a copy at the prerelease, got giddy. Opened a copy in my prize boosters, got giddy. Opened a third in the -next- prerelease, -still- got giddy. Had it played against me, made the guy discard like 4 cards so I didn't die to it when he untapped, but I did so hoping he'd fight through it and kill me anyway because the card makes me giddy. Thousand-Year Storm makes me happy in all the right ways. It just doesn't excite the **** outta me in the context of my cube.
Bolas's Citadel, Experimental Frenzy, and Underworld Breach are some newer cards that may also play well in this archetype. Has this archetype stuck in anyone's cube? Are there other cards that should be considered? I am more interested in this soft storm approach rather than what I see in the MTGO Vintage cube.
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Unfortunately, cube just doesn't have the density of spells to make this type of deck work. I think you're better off trying to make this work with cards like:
I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
I don't want to open a new thread but there was something I was thinking about:
I find my storm decks naturally have 3-4 discard outlets + tutors regardless + Show and Tell/ Shelldock Isle.
I been thinking about the viability of playing in particular Velomachus Lorehold in addition to cards like Griselbrand plus 2-3 Reanimation style effects for a reanimator storm deck.
Velomachus seems like both a fine reanimator target, storm reanimator target and occasionally just ramp target.
Does anyone have an idea for a third creature that could fill a similar role as Griselbrand/ Velomachus in a storm reanimator deck. ([card]Nyxbloom Ancient feels a bit too narrow).
I'm thinking if this is viable, the more narrow cards - in particular Empty the Warrens/ Grapeshot could get cut - I really haven't been too happy about these two. (I could see myself just cutting Warrens and adding Velomachus).
I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
Palinchron is probably the best one. You could also try Great Whale or even Peregrine Drake if the budget is a concern. Another idea would be Vilis, Broker of Blood or Rune-Scarred Demon.
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Palinchron is probably the best one. You could also try Great Whale or even Peregrine Drake if the budget is a concern. Another idea would be Vilis, Broker of Blood or Rune-Scarred Demon.
Yah none of them seem that strong on their own or even in a storm reanimator deck.
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Tyrant can be brutal if reanimated early and you can chain a few free spells together to bounce their lands. Horror hits harder, but can't target lands. It is strong at stalling them by turning all your spells into Venser, Shaper Savants (which you should have plenty of since you are a storm deck).
In an ideal situation, both only need a very low storm count (7 Instants for Aetherflux Reservoir, 6 Instants/Sorceries for Sentinel Tower) as opposed to the usual 10-20 for payoffs like Grapeshot, Empty the Warrens, Brain Freeze or Tendrils, and in addition, should you fizzle mid combo you still try to finish the combo the following turn. Both also require protection, and pretty much any colour can interact with artifacts, hopefully lessening the "Storm is solitaire" knee-jerk.
It looks like they could do work in decks ranging from U/R Spellslinger to Ramp to Elves, and I have some hopes for a flashback based control deck involving stuff like Secrets of the Dead and River Kelpie which will probably not pan out and leave me terribly disappointed.
Does anyone have any thoughts or suggestions on this approach to Storm in cubes?
Thanks in advance
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My partner and I squeezed in a Winston draft with the entire cube with the intention of me building around Aetherflux Reservoir, so the card pool for building the deck was absurdly generous.
Only two pieces of anecdotal evidence regarding gameplay -
Against a Naya humans deck I managed to stabilise, and Aetherflux Reservoir bought me enough time without ever reaching the activated ability. Once I had looted and drawn my way up to like 27 life, Burning Vengeance and burn spells cleared the board on later turns and it was easy sailing from there.
The combo win did happen once, and from a really low life total too. I've tried writing the story a few times, but it's really boring to read. Suffice to say, Baral and Electromancer let Frantic Search and Snap do absurd things with Snapcaster Mage for very little mana.
In fairness sake, Aetherflux Reservoir was a dead draw in one game as I never found a space to cast it before I died.
In both cases where Aetherflux Reservoir did anything, Sentinel Tower would have worked in its place - Either clearing enough of the board that I wasn't facing lethal (And freeing up Burning Vengeance to go face), or also getting the combo kill. Snap and Snapcaster seem almost mandatory for the combo win in the absence of rituals. The sheer value of Electromancer/Baral in both games where the Reservoir did have an impact makes me want to find room for Curious Homunculus, a pet card of mine. Anything else I can say feels obvious - Free spells are broken, cheap card selection is good.
I had a lot of fun with it, so it's staying in the cube. I even have a slot ready for Sentinel Tower when I find a copy.
Hopefully I'll have a real draft with the archetype soon so I can talk about how easy it is to build when you're fighting for cards rather than basically just splitting the cube in half.
edit: I also want to see how it fares against disruption/counterspells, as I did actually have to get spells to resolve to get the combo win. Lifegain or damage triggers alone would not have done it.
Another thing to consider with both Sentinel Tower and Aetherflux Reservoir is that they incentivice you to hold on to your spells untill they hit the battlefield, meaning that your first four turns may be a bit too uninteractive - but i guess that is part of the Storm style of play and the consequences of this depend on how fast the meta is.
If you end up testing it I am also very interested in hearing about the results!
I like the thought of Sentinel Tower over Aetherflux Reservoir, might just be personal taste but I dislike the fact it is harder to win games with if you fall short, Sentinel Tower means I can at least go on a burn backup plan.
Think I am going to try Sentinel Tower and see if I cant get some "Storm-lite" going in my cube.
I've been wanting to include Monastery Mentor for a little while actually. Last week someone gave me a copy of Soulfire Grand Master to combo with the Reservoir, which was both generous and seems like a cute idea if a little too deep. Now I want to try a colour-shifted archetypes cube with a white spells matter/storm deck. Could be a fun theorycrafting exercise.
I do want to include Probe and Manamorphose both for this archetype and others, but they aren't in my list for space reasons - I use my guild/hybrid slots to signal archetypes or include a unique build around, and I think having Manamorphose in Gruul would be misleading even though I want to have access to the card. Gitaxian Probe I should just jam in - the reason I haven't is that there's exactly one phyrexian mana spell in each colour, and Tezzeret's Gambit is very heavily maindecked with even off colour aggro decks taking it pretty highly. Might have to swallow my pride and let blue have an extra Phyrexian spell
As far as the trifecta of red payoffs go, I'm running Guttersnipe, Thermo-Alchemist was pretty dead when we tested it and I hadn't even thought about Firebrand Archer. Thank-you for pointing that last one out, I like it a lot and will be looking for a slot for it.
I love Time Spiral too, but I know my cube is the wrong place for it. It's a shame, because I have a totally different (really bad-but-fun) archetype that wants critical mass of big expensive stuff, and Time Spiral could be a really cool alternate payoff for that deck too. Maybe if I include Git Probe and Manamorphose and some other cheap set up I'll test the card.
In the very limited experience I've had with trying this deck, I fortunately haven't found that the case. That's more than likely a side effect of my cube having a very high density of flashback and similar. In the early turns of most games, I've been forced to fairly aggressively filter through my deck for removal, or throw cards away to regain a bit of tempo, but stuff like Deep Analysis or Dig Through Time have pulled me back out of that. This is all coming from one Winston and one four man draft, so it's pretty hard on the anecdotal rather than statistically meaningful side.
My cube is admittedly not incredibly tuned and durdling can happen, but aggro decks have been on top pretty consistently. Turn four is about as fast as a aggro deck can clock you, for reference.
I do think the Tower is significantly better for limited than the Reservoir, even though I have played 0 games with the former and I prefer the templating and playstyle on the latter. I'm including both for redundancy and because I like jank. I'd really like to hear how the Tower plays in burn, as I like the archetype but we've never seen it succeed with my cube.
I did have another go at forcing a Aetherflux deck, this time in UB, and the card was a bit of an also-ran. Retracing Raven's Crime with a River Kelpie in play was a perfectly fine engine and clock, if slow, and the Reservoir added nothing of note. I really felt the lack of free spells and cheap red looting too.
In this draft, I think Sentinel Tower would have been a lot better, letting me somewhat blank creature removal, interact with the board, and still have a clock once Raven's Crime is doing its job. That being said, not being able to hold up counters, removal or card draw if you want to get the damage triggers could be a bigger deal than I think.
It could be the spells matters pay of I have been looking for. One huge problem I have found with the spells matters decks is they are usually creature based and there for pretty easily disrupted (Pyromancer, Talrand) but being an artifact gives tower an edge in that regard. 4 mana is an odd spot to have no effect on the board, but
The damage will kill them at a good pace even at 2-3 spells a turn and since it's any target it can be used to hit walkers and creatures as well:
Brainstorm - Ping your Mother of Runes for 1 (no protection for you)
Ponder - Ping opponent for 2
Faithless Looting - Ping another creature for 3
Flashback Faithless Looting - Kill a planeswalker
That is maybe an ideal turn, but it's not exactly Magical Christmas Land. The tower looks like can do a very good job at board control if you need to to or it can just dome them for 10 if you can fire off 4 spells in a turn.
Unlike traditional storm decks you don't seem to have to run mana generating spells either since you don't need to finish the chain with enough mana to cast your storm spell and you can lean more on draw spells to keep your hand stocked up to do it all again next turn. I could be wrong on that, I'm no storm expert but it does seems like Sentinel Towers ability to split your "storm turn" into 2 turns of 4 spells, rather than 1 turn of 10+, makes it a lot easier to kill with.
Fredo: I had a look at your list and I see your running Jeskai Ascendancy, it's also works in this pseudo-storm type deck, how have you been finding it and where does it see play?
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It's an actual million mana, but if you untap with it, it looks like you just win
Brain Freeze is too good to cut though. It kills very quick with some regrowth effects. Tendrils works fine with both the Tower and Reservoir, so we hope we don't have to make a choice
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Don't get me wrong, I will play this in so many formats, I already have a Standard deck for it, its going to get jammed it into so many of my EDH and casual decks, and yes I will try it in my cube. I just very much doubt it'll have anywhere approaching the relevance of the already niche Sentinel Tower on the outcome of games. Bear in mind, I'm saying that as someone with a copy of Undying Flames in my cube. No one can deny that -that- is a card that ends games.
I'll be testing Thousand-Year Storm alongside Sentinel Tower and Aetherflux Reservoir, but I don't even know how I'd go about building a deck that wanted the enchantment, or if there are other includes (Outside Manamorphose) that I'd really want to add to make the card worth a pick.
I don't run any regular Storm cards in my cube, though Brain Freeze was in an early version. I like the archetype, I like draft, I dislike the way the archetype drafts. I really like having the draft portion of the night be as much a part of the gameplay as the sitting down and shuffling up decks part, and draft strategies that come down to "I pick the cards that only go in my deck, you pick the cards that only go in yours" to be a waste of a draft. Sadly, traditional Storm plays right into that, with only some mild overlap with some burn or control decks that's usually mitigated by the degree of redundancy of damage-based removal and card selection required to support any form of reliable archetype-based draft environment. My experience with drafting Storm in other cubes (Or Modern Masters) has been pretty disappointing, even when the resulting decks are fun.
On the other hand, I have found Sentinel Tower and Aetherflux Reservoir are great. You still have to fight for relevant cards, there are no safe passes, and if things go wrong mid-draft you can migrate into another archetype relatively painlessly. Should it all go well, you still get a Storm deck that plays like a Storm deck, you just don't get to say "Tendrils for 80" at the end.
(*) Edit for clarity, the card excites the **** outta me. I read it when it was spoiled and got giddy with excitement. Opened a copy at the prerelease, got giddy. Opened a copy in my prize boosters, got giddy. Opened a third in the -next- prerelease, -still- got giddy. Had it played against me, made the guy discard like 4 cards so I didn't die to it when he untapped, but I did so hoping he'd fight through it and kill me anyway because the card makes me giddy. Thousand-Year Storm makes me happy in all the right ways. It just doesn't excite the **** outta me in the context of my cube.
Unfortunately, cube just doesn't have the density of spells to make this type of deck work. I think you're better off trying to make this work with cards like:
Kilnd Fiend
Thing in the Ice
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I find my storm decks naturally have 3-4 discard outlets + tutors regardless + Show and Tell/ Shelldock Isle.
I been thinking about the viability of playing in particular Velomachus Lorehold in addition to cards like Griselbrand plus 2-3 Reanimation style effects for a reanimator storm deck.
Velomachus seems like both a fine reanimator target, storm reanimator target and occasionally just ramp target.
Does anyone have an idea for a third creature that could fill a similar role as Griselbrand/ Velomachus in a storm reanimator deck. ([card]Nyxbloom Ancient feels a bit too narrow).
I'm thinking if this is viable, the more narrow cards - in particular Empty the Warrens/ Grapeshot could get cut - I really haven't been too happy about these two. (I could see myself just cutting Warrens and adding Velomachus).
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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
Yah none of them seem that strong on their own or even in a storm reanimator deck.
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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
Tyrant can be brutal if reanimated early and you can chain a few free spells together to bounce their lands. Horror hits harder, but can't target lands. It is strong at stalling them by turning all your spells into Venser, Shaper Savants (which you should have plenty of since you are a storm deck).
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