I toyed about at designing a peasant cube about a year ago, played it a few times with a friend via tappedout.net and it was fun (cube always is) but a bit durdley. Last week I came across a few articles on here about cube theory and it inspired me to try again with a standard cube build.
Here's the first draft, I'm aware I'm running some pet cards over some staples but I have to make some concessions to budget and my existing collection. At least for the time being.
Thanks to wtwlf123 for writing the article I read, also hope you don't mind, I "quoted" your cube list to help with the formatting.
Basic Info
Cube Size: 360 Cards
Breakdown: 50 Each Color, 50 Colorless, 40 Guild, 20 Land
Standard or Theme Cube: Standard
Average Draft: Will probably be 2 player with my wife most of the time, then up to 6 players whenever I visit my firends in Glasgow.
Thanks for reading, I welcome any advice offered so I can make tweaks if needed before I start sourcing the cards I don't own.
The following changes were made to increase the non-basic land content of the cube up to 12.7% (11.1% fixing).
Focus of Green was shifted more towards ramp (Still likely a work in progress).
Oh! Good point, I removed most/all the aggro from green but didnt change the ratings.
Yeah I'll prolly just remove the ratings as when I try to classify cards I end up getting a bit confused due to the over-lap of mid-range with the other two.
One thing I'm not sure about is if I'm running sufficient mana-fixing lands, I had a quick check through the forums and I saw a lot that were running all 10 duals/shock/fetches and some additional 5 colour lands. Will only running 20 lands make a big impact?
Right... I was afraid of that. Gonna have to make some tough cuts I think as I need to free up around 16 Slots. Cutting one card from every section would give me that. Might cut more from colourless as the utility section is pretty big and I should be able to trim it.
I'm not an aggro player by nature so I get a bit confused when building those sections. Lands that are good for aggro would be ones that dont enter tapped, without investing in shocks and fetches, the 10th Ed pain lands and the Scars-block lands should be good right?
I'll prolly add the Zendikar man-lands as I really like them but ran out of slots originally.
Thanks for the advice.
Edit: I've trimmed 1 from each colour and guild and 5 colourless, which let me add 20 more land, Couldn't think of an enemy colour cycle to use other than the Ravnica bounce-lands or the Innistrad check-lands and I have the former already. Hopefully this should work out ok?
Also altered Green a bit to be more ramp focussed, basically by cutting all the Self-pump 1 drops and a few other mid-range cards.
That's not bad, was wondering how many of those changes were less than optimal, the Stronghold/Helix was basically a coin flip.
What's your opinion on my black section? It originally had more aggro cards with a bunch of the 2/x 1 drops, but then I decided to make it more controlling and try for a staxy theme. Is there anything that looks really out of place or missing given that theme? I've never actually played a stax deck so i'm a bit unsure of it.
I'll see how things go with the lands, if I keep everything in cycles then I should be able to see if they work or not in certain colour combinations. Start with everything as equal as possible then adjust things to fit.
Been working on some pretty big edits, could almost be classed as a rebuild. Decided to support artifact decks more so blue gets Tinker type stuff and the artifacts help support black Stax and red Wildfire decks.
In doing so I'm considering adding power to the cube as the fast mana will really help the artifact decks and help make the cube games much more distinct and memorable. I'll prolly not add all 9 pieces, Lotus, Mox and maybe one of blue's 3 pieces (which would people reccomend?).
The other debate is my lands, I'm currently running 7 cards per guild (see spoiler below for list). I'm thinking of upgrading the lands to the ABU duels, shocks and fetches but I really like the man-lands and at that point they have some strong competition.
What are people's experience with the manlands? Do you think they fit in this list?
The list I'm working with also has all 5 vivids along with Reflecting Pool, City of Brass, Mirrodin's Core, Thawing Glaciers and Grand Coliseum for 40 total colour fixing lands. Compared to other 360 lists that's above average as most seem to run 30 guild and maybe 3 of the 5cc lands.
Thanks for any advice, the mana base is starting to make me go cross-eyed.
Here's the first draft, I'm aware I'm running some pet cards over some staples but I have to make some concessions to budget and my existing collection. At least for the time being.
Thanks to wtwlf123 for writing the article I read, also hope you don't mind, I "quoted" your cube list to help with the formatting.
Basic Info
Cube Size: 360 Cards
Breakdown: 50 Each Color, 50 Colorless, 40 Guild, 20 Land
Standard or Theme Cube: Standard
Average Draft: Will probably be 2 player with my wife most of the time, then up to 6 players whenever I visit my firends in Glasgow.
Cube CMC: 2.84
1 Mother of Runes
1 Weathered Wayfarer
1 Elite Vanguard
1 Savannah Lions
1 Isamaru, Hound of Konda
1 Student of Warfare
//2CC
1 Wall of Omens
1 Knight of Meadowgrain
1 Knight of the White Orchid
1 Precinct Captain
1 Thalia, Guardian of Thraben
1 Stoneforge Mystic
1 Pianna, Nomad Captain
1 Spectral Procession
1 Blade Splicer
1 Mirror Entity
1 Stonecloaker
1 Fiend Hunter
1 Flickerwisp
//4CC
1 Hero of Bladehold
1 Kor Sanctifiers
1 Ranger of Eos
1 Magus of the Disk
1 World Queller
1 Cloudgoat Ranger
1 Karmic Guide
1 Reveillark
//6CC
1 Sun Titan
//7CC
1 Elesh Norn, Grand Cenobite
1 Mana Tithe
1 Path to Exile
1 Swords to Plowshares
//2CC
1 Disenchant
1 Eternal Dragon
1 Journey to Nowhere
1 Revoke Existence
1 Ajani, Caller of the Pride
1 Glorious Anthem
1 Oblivion Ring
//4CC
1 Ajani Goldmane
1 Armageddon
1 Day of Judgment
1 Elspeth, Knight-Errant
1 Faith's Fetters
1 Wrath of God
1 Elspeth Tirel
1 Gideon Jura
//6CC
1 Catastrophe
//Land
1 Kjeldoran Outpost
1 Enclave Cryptologist
//2CC
1 Augur of Bolas
1 Phantasmal Image
1 Void Stalker
1 Snapcaster Mage
//3CC
1 Aether Adept
1 Sea Gate Oracle
1 Vendilion Clique
1 Willbender
1 Clone
1 Dungeon Geists
1 Glen Elendra Archmage
1 Sower of Temptation
1 Venser, Shaper Savant
//5CC
1 Meloku the Clouded Mirror
1 Mulldrifter
1 Frost Titan
1 Deadeye Navigator
1 Keiga, the Tide Star
1 Daze
1 Force of Will
//1CC
1 Brainstorm
1 Force Spike
1 Ponder
1 Preordain
1 Silent Departure
//2CC
1 Counterspell
1 Impulse
1 Mana Leak
1 Memory Lapse
1 Miscalculation
1 Remand
1 Cyclonic Rift
1 Capsize
1 Dissipate
1 Jace Beleren
1 Psionic Blast
//4CC
1 Control Magic
1 Cryptic Command
1 Fact or Fiction
1 Gifts Ungiven
1 Jace, the Mind Sculptor
1 Grasp of Phantoms
1 Rite of Replication
1 Sunder
1 Devastation Tide
1 Tamiyo, the Moon Sage
1 Tezzeret the Seeker
//6CC
1 Volition Reins
1 Bloodghast
1 Nezumi Graverobber
1 Oona's Prowler
1 Vampire Hexmage
1 Shriekmaw
1 Pack Rat
//3CC
1 Bane of the Living
1 Bone Shredder
1 Geralf's Messenger
1 Hypnotic Specter
1 Dusk Urchins
1 Vampire Nighthawk
1 Braids, Cabal Minion
1 Nekrataal
1 Skinrender
1 Disciple of Bolas
//5CC
1 Puppeteer Clique
1 Corpse Connoisseur
1 Chainer, Dementia Master
1 Drana, Kalastria Bloodchief
1 Grave Titan
//7CC
1 Sheoldred, Whispering One
1 Snuff Out
//1CC
1 Duress
1 Inquisition of Kozilek
1 Reanimate
1 Disfigure
//2CC
1 Animate Dead
1 Bitterblossom
1 Go For the Throat
1 Hymn to Tourach
1 Smallpox
1 Buried Alive
1 Liliana of the Veil
1 Necromancy
1 Phyrexian Arena
1 Recurring Nightmare
1 Yawgmoth's Will
1 Ashes to Ashes
1 Victimize
//4CC
1 Consuming Vapors
1 Pestilence
1 Liliana of the Dark Realms
1 Living Death
1 Liliana Vess
//XCC
1 Mind Twist
1 Profane Command
1 Black Sun's Zenith
//Land
1 Volrath's Stronghold
1 Goblin Guide
1 Grim Lavamancer
1 Jackal Pup
1 Vexing Devil
1 Spikeshot Elder
//2CC
1 Fireslinger
1 Hellspark Elemental
1 Kargan Dragonlord
1 Keldon Marauders
1 Lightning Mauler
1 Torch Fiend
1 Ash Zealot
1 Goblin Bushwhacker
1 Blistering Firecat
1 Chandra's Phoenix
1 Manic Vandal
1 Hell's Thunder
1 Jaya Ballard, Task Mage
//4CC
1 Avalanche Riders
1 Flametongue Kavu
1 Hellrider
1 Hero of Oxid Ridge
1 Goblin Ruin Blaster
1 Siege-Gang Commander
1 Thundermaw Hellkite
//6CC
1 Inferno Titan
1 Pyrokinesis
//1CC
1 Faithless Looting
1 Firebolt
1 Forked Bolt
1 Lightning Bolt
1 Devastating Summons
//2CC
1 Arc Trail
1 Incinerate
1 Pyroclasm
1 Slagstorm
1 Char
1 Flames of the Firebrand
1 Molten Rain
1 Pillage
1 Staggershock
1 Sulfuric Vortex
1 Wheel of Fortune
1 Koth of the Hammer
1 Chandra, the Firebrand
//5CC
1 Chandra Nalaar
1 Reforge the Soul
//6CC
1 Wildfire
//XCC
1 Earthquake
1 Arbor Elf
1 Birds of Paradise
1 Fyndhorn Elves
1 Joraga Treespeaker
1 Llanowar Elves
1 Ulvenwald Tracker
//2CC
1 Bloom Tender
1 Devoted Druid
1 Fauna Shaman
1 Sakura-Tribe Elder
1 Strangleroot Geist
1 Wall of Blossoms
1 Wild Mongrel
1 Jade Mage
1 Eternal Witness
1 Imperiouos Perfect
1 Nantuko Vigilante
1 Thelonite Hermit
1 Viridian Shaman
1 Yavimaya Elder
//4CC
1 Chameleon Colossus
1 Master of the Wild Hunt
1 Obstinate Baloth
1 Thrun, The Last Troll
1 Acidic Slime
1 Genesis
1 Thragtusk
1 Thornling
1 Wolfir Silverheart
//6CC
1 Primeval Titan
//7CC
1 Avenger of Zendikar
//8CC
1 Terastodon
1 Rancor
1 Prey Upon
//2CC
1 Life from the Loam
1 Survival of the Fittest
1 Sylvan Scrying
1 Beast Within
1 Cultivate
1 Kodama's Reach
1 Krosan Tusker
//4CC
1 Bramblecrush
1 Garruk Relentless
1 Garruk Wildspeaker
1 Momentous Fall
1 Garruk, Primal Hunter
1 Plow Under
//XCC
1 Green Sun's Zenith
//Land
1 Gaea's Cradle
1 Phyrexian Revoker
1 Spellskite
1 Phyrexian Metamorph
//4CC
1 Molten-Tail Masticore
1 Solemn Simulacrum
1 Razormane Masticore
//6CC
1 Wurmcoil Engine
1 Myr Battlesphere
1 Bonesplitter
1 Skullclamp
//2CC
1 Umezawa's Jitte
1 Grafted Wargear
1 Sword of Body and Mind
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of War and Peace
1 Batterskull
1 Azorius Signet
1 Dimir Signet
1 Rakdo Signet
1 Gruul Signet
1 Selesnya Signet
1 Orzhov Signet
1 Golgari Signet
1 Simic Signet
1 Izzet Signet
1 Boros Signet
1 Coalition Relic
1 Chromatic Lantern
//5CC
1 Gilded Lotus
1 Black Vise
1 Dismember
1 Pithing Needle
//2CC
1 Ankh of Mishra
1 Winter Orb
1 Oblivion Stone
1 Ring of Gix
1 Static Orb
1 Tangle Wire
1 Erratic Portal
1 Icy Manipulator
1 Nevinyrral's Disk
1 Smokestack
1 Karn Liberated
WU
1 Detention Sphere
1 Wall of Denial
1 Venser, the Sojourner
UB
1 Dralnu, Lich Lord
1 Shadowmage Infiltrator
1 Tezzeret, Agent of Bolas
BR
1 Dreadbore
1 Murderous Redcap
1 Sarkhan the Mad
RG
1 Kessig Wolf Run
1 Bloodbraid Elf
1 Sarkhan Vol
WG
1 Gavony Township
1 Kitchen Finks
1 Sigarda, Host of Herons
WB
1 Gerrard's Verdict
1 Mortify
1 Sorin, Lord of Innistrad
BG
1 Deathrite Shaman
1 Maelstrom Pulse
1 Vraska the Unseen
UG
1 Edric, Spymaster of Trest
1 Trygon Predator
1 Mystic Snake
UR
1 Izzet Charm
1 Electrolyze
1 Prophetic Bolt
WR
1 Figure of Destiny
1 Slayers' Stronghold
1 Ajani Vengeant
1 Sunken Ruins
1 Graven Cairns
1 Fire-Lit Thicket
1 Wooded Bastion
1 Fetid Heath
1 Twilight Mire
1 Flooded Grove
1 Cascade Bluffs
1 Rugged Prairie
1 Adarkar Wastes
1 Underground River
1 Sulfurous Springs
1 Karplusan Forest
1 Brushland
1 Caves of Koilos
1 Llanowar Wastes
1 Yavimaya Coast
1 Shivan Reef
1 Battlefield Forge
1 Creeping Tar Pit
1 Lavaclaw Reaches
1 Raging Ravine
1 Stirring Wildwood
1 Orzhov Basilica
1 Golgari Rot Farm
1 Simic Growth Chamber
1 Izzet Boilerworks
1 Boros Garrison
1 Vivid Meadow
1 Vivid Creek
1 Vivid Marsh
1 Vivid Crag
1 Vivid Grove
1 Grand Coliseum
1 Mirrodin's Core
1 Reflecting Pool
1 Thawing Glaciers
Thanks for reading, I welcome any advice offered so I can make tweaks if needed before I start sourcing the cards I don't own.
The following changes were made to increase the non-basic land content of the cube up to 12.7% (11.1% fixing).
Focus of Green was shifted more towards ramp (Still likely a work in progress).
1 Galepower Mage
1 Stasis
1 Fume Spitter
1 Kiki-Jiki, Mirror Breaker
1 Basking Rootwalla
1 Twinblade Slasher
1 Wolfbitten Captive
1 Great Sable Stag
1 Ohran Viper
1 Overwhelming Stampede
1 Druidic Satchel
1 Mindslaver
1 Trading Post
1 Staff of Domination
1 Lightning Greaves
1 Moorland Haunt
1 Nephalia Drownyard
1 Fulminator Mage
1 Huntmaster of the Fells
1 Gaddock Teeg
1 Vault of the Archangel
1 Putrefy
1 Simic Sky Swallower
1 Suffocating Blast
1 Lightning Helix
1 Fyndhorn Elves
1 Devoted Druid
1 Wolfir Silverheart
1 Green Sun's Zenith
1 Gaea's Cradle
10 Pain-Lands
5 Zendikar Man-Lands
5 Enemy Bounce-Lands
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I'd be glad to hear your opinion as to a more accurate assessment. Without playtesting the cube a bunch I'm not sure how accurate i can be.
Thanks
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Yeah I'll prolly just remove the ratings as when I try to classify cards I end up getting a bit confused due to the over-lap of mid-range with the other two.
One thing I'm not sure about is if I'm running sufficient mana-fixing lands, I had a quick check through the forums and I saw a lot that were running all 10 duals/shock/fetches and some additional 5 colour lands. Will only running 20 lands make a big impact?
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I'm not an aggro player by nature so I get a bit confused when building those sections. Lands that are good for aggro would be ones that dont enter tapped, without investing in shocks and fetches, the 10th Ed pain lands and the Scars-block lands should be good right?
I'll prolly add the Zendikar man-lands as I really like them but ran out of slots originally.
Thanks for the advice.
Edit: I've trimmed 1 from each colour and guild and 5 colourless, which let me add 20 more land, Couldn't think of an enemy colour cycle to use other than the Ravnica bounce-lands or the Innistrad check-lands and I have the former already. Hopefully this should work out ok?
Also altered Green a bit to be more ramp focussed, basically by cutting all the Self-pump 1 drops and a few other mid-range cards.
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What's your opinion on my black section? It originally had more aggro cards with a bunch of the 2/x 1 drops, but then I decided to make it more controlling and try for a staxy theme. Is there anything that looks really out of place or missing given that theme? I've never actually played a stax deck so i'm a bit unsure of it.
I'll see how things go with the lands, if I keep everything in cycles then I should be able to see if they work or not in certain colour combinations. Start with everything as equal as possible then adjust things to fit.
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My Other Cubes
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In doing so I'm considering adding power to the cube as the fast mana will really help the artifact decks and help make the cube games much more distinct and memorable. I'll prolly not add all 9 pieces, Lotus, Mox and maybe one of blue's 3 pieces (which would people reccomend?).
The other debate is my lands, I'm currently running 7 cards per guild (see spoiler below for list). I'm thinking of upgrading the lands to the ABU duels, shocks and fetches but I really like the man-lands and at that point they have some strong competition.
1 Venser, the Sojourner
1 Supreme Verdict
1 Talisman of Progress
1 Azorius Signet
1 Celestial Colonnade
1 Mystic Gate
1 Adarkar Wastes
//Dimir
1 Tezzeret, Agent of Bolas
1 Shadowmage Infiltrator
1 Talisman of Dominance
1 Dimir Signet
1 Creeping Tar Pit
1 Sunken Ruins
1 Underground River
//Rakdos
1 Sarkhan the Mad
1 Dreadbore
1 Murderous Redcap
1 Terminate
1 Lavaclaw Reaches
1 Graven Cairns
1 Sulfurous Springs
//Gruul
1 Sarkhan Vol
1 Bloodbraid Elf
1 Kessig Wolf Run
1 Kird Ape
1 Ragine Ravine
1 Fire-Lit Thicket
1 Karplusan Forest
1 Sigarda, Host of Herons
1 Kitchen Finks
1 Gavony Township
1 Loam Lion
1 Stirring Wildwood
1 Wooded Bastion
1 Brushland
//Orzhov
1 Sorin, Lord of Innistrad
1 Mortify
1 Gerrard's Verdict
1 Lingering Souls
1 Orzhov Basillica
1 Fetid Heath
1 Caves of Koilos
//Golgari
1 Vraska the Unseen
1 Maelstrom Pulse
1 Deathrite Shaman
1 Lotleth Troll
1 Golgari Rot Farm
1 Twilight Mire
1 Llanowar Wastes
//Simic
1 Simic Sky Swallower
1 Mystic Snake
1 Trygon Predator
1 Simic Signet
1 Simic Growth Chamber
1 Flooded Grove
1 Yavimaya Coast
1 Izzet Charm
1 Electrolyze
1 Prophetic Bolt
1 Izzet Signet
1 Izzet Boilerworks
1 Cascade Bluffs
1 Shivan Reef
//Boros
1 Ajani Vengeant
1 Figure of Destiny
1 Slayers' Stronghold
1 Lightning Helix or Duergar Hedge-Mage
1 Boros Garrison
1 Rugged Prairie
1 Battlefield Forge
What are people's experience with the manlands? Do you think they fit in this list?
The list I'm working with also has all 5 vivids along with Reflecting Pool, City of Brass, Mirrodin's Core, Thawing Glaciers and Grand Coliseum for 40 total colour fixing lands. Compared to other 360 lists that's above average as most seem to run 30 guild and maybe 3 of the 5cc lands.
Thanks for any advice, the mana base is starting to make me go cross-eyed.
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