I noticed in the Nether Void thread that you planned to to re-add it if you ever bumped back up to 450, yet it's not in your list. Just a casualty of you pushing reanimator? I'm curious because I'm strongly considering adding it into my 360 list, and wondering if I'm missing something.
I don't doubt that Devastation Tide has its windows of value. But it's not Upheaval in any way. Upheaval is good because it bounces lands. Period.
Totally agree. The cards serve different functions, even if they look superficially similar. The reason I compared the two of them so off-handedly was because that was the way most of the MtG punditry described Tide when it was first spoiled. My mistake; thanks for calling me on it.
I think it's more akin to Evacuation, which I actually prefer for several reasons. First, the effect is far more powerful at instant speed.
Because of its color, Tide can be played at instant speed fairly consistently, and at 40% of the cost. This happens reasonably frequently, and I think it's something you've been neglecting to consider when evaluating the miracle mechanic.
Second, it doesn't hit all of my noncreature permanents... so I can build up a base of artifacts, enchamtments, 'walkers, etc and then nuke my opponent's creature base at the end of their turn. Without the ability to do that, the Tide is even harder to make asymmetrical. So it's not a card you can truly abuse, it's just the reset button half of better spells that can otherwise be broken.
I think this is a bit of a strawman. You're right, you can't create a dedicated Tide.dec the same way you can build, say, a Wildfire.dec. But there are plenty of times when I would gladly bounce my own walkers/enchantments/artifacts (especially the moxen) to get my opponents' junk off the board, too. In other words, I think the reset button half of better spells is still cube-worthy, particularly for such a cheap cost in a color that is often on its back foot against a strong aggro deck.
In any event, I don't think it's a slam-dunk 360 staple, but I'm almost never sorry to draw into it or even have it in my hand. As I said in the opening post, I want to have a miracle card in each color to create a little bit of a mystery as to what I'm drawing into, and as far as I can tell it's the best blue miracle card they printed. Maybe in a couple of weeks I'll see the light and switch to Vanishment or something, or just drop the blue and green miracles altogether. Consider it under the microscope.
I think you're one of the few people running Devastation Tide. I know you said it has pulled its weight, but how is it seeing play? Do you typically hardcast it? Do you find that it is generally favorable to cast it on the miracle turn?
With respect to the frequency of casting the card on the miracle turn, I've found that for the most part the cards are good enough to play even when being hardcast. That said, I've jammed the cube with all of the playable library manipulation spells I could, including one possibly suboptimal card in Condescend to ensure miracles go off more frequently. For the most part, they do.
As far as the miracle on Devastation Tide specifically, because it's reasonably easy to hard cast, it requires the most thought as to whether or not you want to activate the miracle. I wish I could give a more concrete answer to your question, but it's really a very strong, "Well, it depends."
Obviously it sees play primarily in blue control decks, as you can hard cast it if you wish against any deck that's pulled ahead of you to save your skin. Of course the blue control deck will most likely have a fair amount of library manipulation, so as to more or less guarantee the miracle activation when you need it. It's especially disgusting because you can very easily cast it during the opponent's end step with a timely Sensei's Divining Top activation or Brainstorm, then jump way ahead on the board during your own turn.
We've found that a worse Upheaval is still pretty darned good.
It's a colorless aggro hoser for a not-unreasonable cost that can be found via Enlightened Tutor, be cheated into play with Tinker, abused with blink effects like Restoration Angel or Parallax Wave, and can be resurrected with Reveillark. It can also ping planeswalkers in a pinch.
It didn't make my powered 360 list, and it's not as good as Wurmcoil Engine, but its versatility justifies its spot at anything at 450+. And as aggro gets more and more beaters, and blink effects become more and more common, I think it will only become better.
I don't have any experience with cubes containing moxen, so I'm curious: how useful is green's mana acceleration when fast mana artifacts are available? Also, how useful has Dark Ritual been in this environment?
Also, I just recently added Life/Death to my cube, but we've only had one draft since then and it hasn't seen play. Has it performed well in both BG and mono-coloured decks?
Dark Ritual has been consistently amazing. Fueling a big early Mind Twist, forcing out Ob Nixilis, the Fallen or Grave Titan two turns earlier than normal. It's card disadvantage, sure, but the upside is so tremendous that I can't really imagine not running it at any level. It's often not what you want to see as a top deck late game, but neither is Sol Ring.
Green's mana dorks are still useful for the color, even in an environment with moxen. Green's competitive advantage is the ability to escalate mana far more quickly than other colors, and I find that I'm almost never disappointed to play a mana elf on turns 1-3. They also allow a turn 3 Natural Order fairly consistently, which is pretty great for whoever casts it. I like them so much, and feel they're so important to green's identity, that I'm considering adding Avacyn's Pilgrim just for some extra redundancy.
As far as Life // Death, I think it borders on being a pet card. I don't doubt that Putrefy is a better card, objectively. But it's nice to have another reanimator spell (you'll notice I have a couple more enablers for that strategy than the average 360 cube), and the Life half has some cute synergies (Tamiyo's -2, Garruk 1.0's -4) that it's worth keeping around.
Here is some data about the unusual choices in your list:
Awesome, thanks so much for that. Some of the unusual cards listed are AVR cards, which I'm sure will become more accepted over time, but it's helpful to know what I'm missing relative to the hive mind. A lot fewer than I was expecting, frankly.
Does anyone else have difficulty getting the perfect fits into the regular sleeve? I am using KMC perfect fits with with KMC matt black sleeves and it's been a bear getting the who perfect fit inside the regular sleeve.
Anyone have any tips or tricks to this?
Yup. I had the same problem you (and many others) did. Here's what I did to fix it pretty effortlessly. Basically you just have to break the sleeves in. In other words, slide the card encased in the perfect sleeve upside down into the matte sleeve, orienting the opening of the perfect fit sleeve to be on the same side as the opening of the matte sleeve. Make sure you push the card in as deep into the matte sleeve as you can. Leave the card in the sleeve for 24-48 hours, and the sleeve should be stretched out enough to re-orient the perfect fit sleeve properly (its opening pointing to the bottom of the matte sleeve).
Cube Size: 400 Cards
Card Breakdown: 54 Each Color, 60 Colorless, 70 Guild
Average Draft: 2-4 players, 1-2 times/week
Powered?: Yes
Portal?: Considering it
"Un-" Cards: Goodness no
Any "Banned" Cards: Not opposed to it, but never needed to
Standard or Multiplayer: Standard
Proxies?: Only if you count Collector's Edition cards as proxies, which you shoudn’t.
Functional Reprints?: Yes
Blue's steal-creature shenanigans are becoming a bit repetitive for me and my playgroup. In a powered 360 cube with 50-card colored sections, they compose fully 10 percent of the total number of blue cards (Sower of Temptation, Vedalken Shackles, Control Magic, Bribery, and Treachery). Which of the 5 would you be most willing to axe? I'm leaning towards Bribery. Am I crazy?
I'm confused as to why you're cramming in all the other green 2-power 1-drops to help out stompy, but excluding Ghazban Ogre. I know the drawback is significant, but it's also present with Wild Dogs, which you're happy to run at 360. Does the cycling really make or break the card?
But you get the option to keep your own creatures with Killing Wave--presumably as an aggro deck against a midrange or control deck, you're pretty far ahead of them, life-wise, on turn four or five, so the life you'll be paying won't be as important to you.
It's also a lot more splashable than BiB, and can be cast pretty effectively at 2B.
I don't think it's extraordinary, but I'll be testing it for sure.
I imagine Killing Wave will prove to be pretty good as a finisher in any B/x aggro deck, after the opponent has taken quite a bit of damage but stabilized the board with a couple of creatures.
Now that you're trying a little bit to support U/W aggro, do you think Serendib Djinn has a prayer of getting a slot? 5/6 for 4 is so boss, even with the (significant) drawback.
Reserved! I'm also considering adding the foil versions of Dark Confidant and Sword of Fire and Ice, just because they fit in with the main theme of old card-face on signature cards.
Totally agree. The cards serve different functions, even if they look superficially similar. The reason I compared the two of them so off-handedly was because that was the way most of the MtG punditry described Tide when it was first spoiled. My mistake; thanks for calling me on it.
Because of its color, Tide can be played at instant speed fairly consistently, and at 40% of the cost. This happens reasonably frequently, and I think it's something you've been neglecting to consider when evaluating the miracle mechanic.
I think this is a bit of a strawman. You're right, you can't create a dedicated Tide.dec the same way you can build, say, a Wildfire.dec. But there are plenty of times when I would gladly bounce my own walkers/enchantments/artifacts (especially the moxen) to get my opponents' junk off the board, too. In other words, I think the reset button half of better spells is still cube-worthy, particularly for such a cheap cost in a color that is often on its back foot against a strong aggro deck.
In any event, I don't think it's a slam-dunk 360 staple, but I'm almost never sorry to draw into it or even have it in my hand. As I said in the opening post, I want to have a miracle card in each color to create a little bit of a mystery as to what I'm drawing into, and as far as I can tell it's the best blue miracle card they printed. Maybe in a couple of weeks I'll see the light and switch to Vanishment or something, or just drop the blue and green miracles altogether. Consider it under the microscope.
With respect to the frequency of casting the card on the miracle turn, I've found that for the most part the cards are good enough to play even when being hardcast. That said, I've jammed the cube with all of the playable library manipulation spells I could, including one possibly suboptimal card in Condescend to ensure miracles go off more frequently. For the most part, they do.
As far as the miracle on Devastation Tide specifically, because it's reasonably easy to hard cast, it requires the most thought as to whether or not you want to activate the miracle. I wish I could give a more concrete answer to your question, but it's really a very strong, "Well, it depends."
Obviously it sees play primarily in blue control decks, as you can hard cast it if you wish against any deck that's pulled ahead of you to save your skin. Of course the blue control deck will most likely have a fair amount of library manipulation, so as to more or less guarantee the miracle activation when you need it. It's especially disgusting because you can very easily cast it during the opponent's end step with a timely Sensei's Divining Top activation or Brainstorm, then jump way ahead on the board during your own turn.
We've found that a worse Upheaval is still pretty darned good.
It didn't make my powered 360 list, and it's not as good as Wurmcoil Engine, but its versatility justifies its spot at anything at 450+. And as aggro gets more and more beaters, and blink effects become more and more common, I think it will only become better.
Dark Ritual has been consistently amazing. Fueling a big early Mind Twist, forcing out Ob Nixilis, the Fallen or Grave Titan two turns earlier than normal. It's card disadvantage, sure, but the upside is so tremendous that I can't really imagine not running it at any level. It's often not what you want to see as a top deck late game, but neither is Sol Ring.
Green's mana dorks are still useful for the color, even in an environment with moxen. Green's competitive advantage is the ability to escalate mana far more quickly than other colors, and I find that I'm almost never disappointed to play a mana elf on turns 1-3. They also allow a turn 3 Natural Order fairly consistently, which is pretty great for whoever casts it. I like them so much, and feel they're so important to green's identity, that I'm considering adding Avacyn's Pilgrim just for some extra redundancy.
As far as Life // Death, I think it borders on being a pet card. I don't doubt that Putrefy is a better card, objectively. But it's nice to have another reanimator spell (you'll notice I have a couple more enablers for that strategy than the average 360 cube), and the Life half has some cute synergies (Tamiyo's -2, Garruk 1.0's -4) that it's worth keeping around.
Awesome, thanks so much for that. Some of the unusual cards listed are AVR cards, which I'm sure will become more accepted over time, but it's helpful to know what I'm missing relative to the hive mind. A lot fewer than I was expecting, frankly.
Yup. I had the same problem you (and many others) did. Here's what I did to fix it pretty effortlessly. Basically you just have to break the sleeves in. In other words, slide the card encased in the perfect sleeve upside down into the matte sleeve, orienting the opening of the perfect fit sleeve to be on the same side as the opening of the matte sleeve. Make sure you push the card in as deep into the matte sleeve as you can. Leave the card in the sleeve for 24-48 hours, and the sleeve should be stretched out enough to re-orient the perfect fit sleeve properly (its opening pointing to the bottom of the matte sleeve).
Devastation Tide -> Cryptic Command
Capsize -> Aether Adept
Condescend -> Daze
Bribery -> Dungeon Geists
Diabolic Edict -> Nether Void
Hearth Kami -> Reckless Charge
Devil's Play -> Goblin Patrol
Revenge of the Hunted -> Wolfbitten Captive
Genesis -> Twinblade Slasher
Viridian Shaman -> Pouncing Jaguar
River Boa -> Skinshifter
Simic Sky Swallower -> Edric, Spymaster of Trest
Lodestone Golem -> Ankh of Mishra
Scroll Rack -> Black Vise
Skinshifter -> River Boa
Mystic Snake -> Simic Sky Swallower
Entreat the Angels -> Nearheath Pilgrim
Bonfire of the Damned -> Stonewright
Frantic Search -> Enclave Cryptologist
Bone Shredder -> Raven's Crime
Exalted Angel -> Mirror Entity
Willbender -> Stifle
Bane of the Living -> Liliana of the Dark Realms
Blistering Firecat -> Hearth Kami
Nantuko Vigilante -> Naturalize
Ajani Goldmane -> Ajani, Caller of the Pride
Stonewright -> Searing Spear
Enclave Cryptologist -> Faerie Conclave
Cryptic Command -> Psionic Blast
Deep Analysis -> Condescend
Raven's Crime -> Inquisition of Kozilek
Profane Command -> Smallpox
Greater Gargadon -> Sneak Attack
Kargan Dragonlord -> Zealous Conscripts
Phantom Centaur -> Treetop Village
Seal of Primordium -> Viridian Shaman
Ankh of Mishra -> Rakdos Cackler
Black Vise -> Lotleth Troll
Nearheath Pilgrim -> Desolation Angel
Arcane Denial -> Lim-Dûl's Vault
Griselbrand -> Detention Sphere
Dance of the Dead -> Mystic Snake
Sneak Attack -> Izzet Charm
Goblin Patrol -> Dryad Militant
Pouncing Jaguar -> Sarkhan Vol
Natural Order -> Lightning Helix
Liliana of the Dark Realms -> Pack Rat
Chandra's Phoenix -> Ash Zealot
Zealous Conscripts -> Thundermaw Hellkite
Arbor Elf -> Thragtusk
Absorb -> Venser, the Sojourner
Terminate -> Dreadbore
Bituminous Blast -> Rakdos Shred-Freak
Life // Death -> Vraska, the Unseen
Nezumi Graverobber -> Reassembling Skeleton
Kokusho, the Evening Star -> Nether Traitor
Dance of the Dead -> Pox
Nantuko Shade -> Carrion Feeder
Hellspark Elemental -> Chandra's Phoenix
Baleful Strix -> Catastrophe
Hinterland Harbor -> Angel of Serenity
Supreme Verdict -> Show and Tell
Sulfur Falls -> Into the Roil
Blackcleave Cliffs -> Dance of the Dead
Llanowar Wastes -> Tombstalker
Caves of Koilos -> Zealous Conscripts
Copperline Gorge -> Mizzium Mortars
Battlefield Forge -> Channel
Horizon Canopy -> Eureka
Stifle -> Cyclonic Rift
Enclave Cryptologist -> Gilded Drake
Bone Shredder -> Diabolic Edict
Profane Command -> Griselbrand
Indrik Stomphowler -> Primeval Titan
Desolation Angel -> Unburial Rites
Sarkhan Vol -> Artifact Mutation
Nearheath Pilgrim -> Baleful Strix
Spectral Procession -> Hinterland Harbor
Cryptic Command -> Supreme Verdict
Meloku the Clouded Mirror -> Sulfur Falls
Tombstalker -> Lavaclaw Reaches
Nether Traitor -> Llanowar Wastes
Kargan Dragonlord -> Caves of Koilos
Siege-Gang Commander -> Raging Ravine
Wild Dogs -> Avacyn's Pilgrim
Strangleroot Geist -> Devoted Druid
Wolfbitten Captive -> Somberwald Sage
Wickerbough Elder -> Nature's Claim
Call of the Herd -> Battlefield Forge
Basking Rootwalla -> Horizon Canopy
Angel of Serenity -> Mind Stone
Kor Sanctifiers -> Spectral Procession
Catastrophe -> Windbrisk Heights
Cyclonic Rift -> Cryptic Command
Gilded Drake -> Gemstone Mine
Show and Tell -> Opposition
Capsize -> Meloku the Clouded Mirror
Doom Blade -> Fleshbag Marauder
Griselbrand -> Abyssal Persecutor
Hearth Kami -> Smash to Smithereens
Sneak Attack -> Gore-House Chainwalker
Nature's Claim -> Experiment One
Eureka -> Wild Dogs
Somberwald Sage -> Call of the Herd
Avacyn's Pilgrim -> Strangleroot Geist
Primeval Titan -> Ice Storm
Devoted Druid -> Winter's Grasp
Lightning Helix -> Boros Charm
Stormbind -> Ghor-Clan Rampager
Baleful Strix -> Duskmantle Seer
Rakdos Shred-Freak -> Fulminator Mage
Vraska the Unseen -> Abrupt Decay
Mystic Snake -> Simic Charm
Windbrisk Heights -> Kor Haven
Leonin Relic-Warder -> Imposing Sovereign
Cloistered Youth -> Soldier of the Pantheon
Silverblade Paladin -> Spear of Heliod
Ajani, Caller of the Pride -> Elspeth, Sun's Champion
Shelter -> Catastrophe
Into the Roil -> Enclave Cryptologist
Consecrated Sphinx -> Aetherling
Tamiyo, the Moon Sage -> Thassa, God of the Sea
Chainer's Edict -> Bone Shredder
Vampire Hexmage -> Hero's Downfall
Fleshbag Marauder -> Tormented Hero
Nether Void -> Tombstalker
Diabolic Edict -> Griselbrand
Countryside Crusher -> Chandra, Pyromaster
Gore-House Chainwalker -> Young Pyromancer
Mizzium Mortars -> Lightning Strike
Char -> Firedrinker Satyr
Krosan Tusker -> Sylvan Caryatid
Channel -> Elvish Mystic
Bramblecrush -> Master of the Wild Hunt
Ice Storm -> Wolfbitten Captive
Vorapede -> Kalonian Hydra
Kodama's Reach -> Awakening Zone
Prophetic Bolt -> Ral Zarek
Electrolyze -> Steam Augury
Unburial Rites -> Gerrard's Verdict
Qasali Pridemage -> Voice of Resurgence
Hinterland Harbor -> Yavimaya Coast
Simic Charm -> Mystic Snake
Slayers' Stronghold -> Lightning Helix
Lim-Dûl's Vault -> Ashiok, Nightmare Weaver
Chromatic Lantern -> Worn Powerstone
Ring of Gix -> Coldsteel Heart
Molten-Tail Masticore -> Chrome Mox
Elspeth, Sun's Champion -> Porphyry Nodes
Spear of Heliod -> Shelter
Time Spiral -> Mental Misstep
Necropotence -> Diabolic Edict
Abyssal Persecutor -> Contagion
Reckless Charge -> Blood Lust
Zealous Conscripts -> Siege-Gang Commander
Fireblast -> Purphoros, God of the Forge
Pyroclasm -> Goblin Bombardment
Fireslinger -> Ghor-House Chainwalker
Chandra, Pyromaster -> Bonfire of the Damned
Life from the Loam -> Nature's Claim
Cultivate -> Mutagenic Growth
Artifact Mutation -> Xenagos, the Reveler
Ghor-Clan Rampager -> Sarkhan Vol
Kor Skyfisher -> Brimaz, King of Oreskos
Shelter -> Reveillark
Journey to Nowhere -> Banishing Light
Porphyry Nodes -> Council's Judgment
Faith's Fetters -> Harm's Way
Morphling -> Silverblade Paladin
Thassa, God of the Sea -> Consecrated Sphinx
Dungeon Geists -> Time Spiral
Aether Adept -> True-Name Nemesis
Impulse -> Spell Pierce
Bone Shredder -> Clever Impersonator
Geralf's Messenger -> Dig Through Time
Reassembling Skeleton -> Curse of Shallow Graves
Nekrataal -> Ophiomancer
Griselbrand -> Toxic Deluge
Diabolic Edict -> Herald of Torment
Carrion Feeder -> Gnarled Scarhide
Dauthi Horror -> Master of the Feast
Ash Zealot -> Bloodsoaked Champion
Chandra's Phoenix -> Nezumi Graverobber
Bonfire of the Damned -> Exhume
Smash to Smithereens -> Sarkhan, the Dragonspeaker
Spikeshot Elder -> War-Name Aspirant
Goblin Bombardment -> Mizzium Mortars
Torch Fiend -> Reckless Charge
Searing Spear -> Sneak Attack
Gore-House Chainwalker -> Firestorm
Troll Ascetic -> Prophetic Flamespeaker
Wild Dogs -> Tempt with Vengeance
Awakening Zone -> Generator Servant
Sylvan Caryatid -> Goblin Rabblemaster
Garruk, Primal Hunter -> Curse of Predation
Call of the Herd -> Primeval Titan
River Boa -> Courser of Kruphix
Strangleroot Geist -> Wall of Roots
Viridian Shaman -> Terastodon
Vengevine -> Wild Growth
Wall of Blossoms -> Life from the Loam
Sulfur Falls -> Utopia Sprawl
Steam Augury -> Reclamation Sage
Fire // Ice -> Vorapede
Loam Lion -> Cultivate
Fulminator Mage -> Kodama's Reach
Murderous Redcap -> Shivan Reef
Simic Sky Swallower -> Dack Fayden
Lotleth Troll -> Dack's Duplicate
Gerrard's Verdict -> Qasali Pridemage
Ashiok, Nightmare Weaver -> Falkenrath Aristocrat
Kird Ape -> Grenzo, Dungeon Warden
Ankh of Mishra -> Kiora, the Crashing Wave
Sensei's Divining Top -> Deathrite Shaman
Deathrite Shaman -> Magister of Worth
Magister of Worth -> Baleful Strix
Xenagos, the Reveler -> Tattermunge Maniac
Lightning Helix -> Everflowing Chalice
Qasali Pridemage -> Erratic Portal
Duskmantle Seer -> Mana Confluence
Kiora, the Crashing Wave -> Chromatic Lantern
Detention Sphere -> Molten-Tail Masticore
Izzet Charm -> Evolving Wilds
Falkenrath Aristocrat -> Terramorphic Expanse
Mental Misstep -> Personal Tutor
Curse of Shallow Graves -> Imperial Seal
Phyrexian Arena -> Griselbrand
Tombstalker -> Flesh Carver
Smallpox -> Ob Nixilis of the Black Oath
Pox -> Nether Void
Herald of Torment -> Dauthi Horror
Chandra Nalaar -> Rolling Earthquake
Tempt with Vengeance -> Burning of Xinye
Mogg Fanatic -> Imperial Recruiter
Generator Servant -> Fire Imp
Keldon Vandals -> Hero of Oxid Ridge
Prophetic Flamespeaker -> Char
Molten Rain -> Smash to Smithereens
Pillage -> Feldon of the Third Path
Utopia Sprawl -> Jungle Lion
Kodama's Reach -> Sylvan Tutor
Cultivate -> Sylvan Caryatid
Arbor Elf -> Strangleroot Geist
Curse of Predation -> Song of the Dryads
Vorapede -> Vengevine
Karn Liberated -> Sensei's Divining Top
Steppe Lynx -> Dragon Hunter
Academy Rector -> Ojutai Exemplars
Spell Pierce -> Treasure Cruise
Clever Impersonator -> Into the Roil
Hypnotic Specter -> Blood-Chin Rager
Nicol Bolas, Planeswalker -> Pain Seer
Tombstalker -> Chainer's Edict
Monastery Swiftspear -> Zurgo Bellstriker
Hellkite Overlord -> Siege Rhino
Tattermunge Maniac -> Draglord Atarka
Ajani Goldmane -> Flickerwisp
Champion of the Parish -> Gideon, Ally of Zendikar
Kor Skyfisher -> Kytheon, Hero of Akros
Ojutai Exemplars -> Relic Seeker
Savannah Lions -> Steppe Lynx
Into the Roil -> Jace, Vryn's Prodigy
Personal Tutor -> Mystic Confluence
Time Spiral -> Scatter to the Winds
Treasure Cruise -> Whirler Rogue
Blood-Chin Rager -> Drana, Liberator of Malakir
Chainer's Edict -> Languish
Nether Void -> Liliana, Heretical Hero
Profane Command -> Mardu Strike Leader
Vampire Nighthawk -> Ruinous Path
Gore-House Chainwalker -> Fiery Confluence
Gorilla Shaman -> Goblin Glory Chaser
Hero of Oxid Ridge -> Makindi Sliderunner
Mizzium Mortars -> Pia and Kiran Nalaar
Arbor Elf -> Evolutionary Leap
Sylvan Tutor -> Greenwarden of Murasa
Vengevine -> Nissa, Vastwood Seer
Wild Growth -> Scythe Leopard
Dreadbore -> Kolaghan's Command
Chromatic Lantern -> Stirring Wildwood
Caves of Koilos -> Shambling Vent
Trygon Predator -> Kiora, Master of the Depths
Yavimaya Coast -> Lumbering Falls
Thran Dynamo -> Hedron Archive
Brutal Hordechief -> Woodland Wanderer
Lodestone Golem -> Hangarback Walker
Cube Size: 400 Cards
Card Breakdown: 54 Each Color, 60 Colorless, 70 Guild
Average Draft: 2-4 players, 1-2 times/week
Powered?: Yes
Portal?: Considering it
"Un-" Cards: Goodness no
Any "Banned" Cards: Not opposed to it, but never needed to
Standard or Multiplayer: Standard
Proxies?: Only if you count Collector's Edition cards as proxies, which you shoudn’t.
Functional Reprints?: Yes
1 Isamaru, Hound of Konda
1 Mother of Runes
1 Savannah Lions
1 Soldier of the Pantheon
1 Steppe Lynx
1 Student of Warfare
1 Accorder Paladin
1 Imposing Sovereign
1 Lone Missionary
1 Porcelain Legionnaire
1 Soltari Monk
1 Soltari Priest
1 Soltari Trooper
1 Stoneforge Mystic
1 Thalia, Guardian of Thraben
1 Wall of Omens
1 Brimaz, King of Oreskos
1 Flickerwisp
1 Mirran Crusader
1 Mirror Entity
1 Silverblade Paladin
1 Soltari Champion
1 Hero of Bladehold
1 Restoration Angel
1 Baneslayer Angel
1 Cloudgoat Ranger
1 Sun Titan
1 Harm's Way
1 Land Tax
1 Mana Tithe
1 Path to Exile
1 Swords to Plowshares
1 Balance
1 Disenchant
1 Seal of Cleansing
1 Unexpectedly Absent
1 Council's Judgment
1 Oblivion Ring
1 Spectral Procession
1 Ajani Goldmane
1 Armageddon
1 Day of Judgment
1 Elspeth, Knight-Errant
1 Moat
1 Parallax Wave
1 Ravages of War
1 Wrath of God
1 Catastrophe
1 Looter il-Kor
1 Phantasmal Image
1 Snapcaster Mage
1 Waterfront Bouncer
1 Man-o'-War
1 Phyrexian Metamorph
1 Serendib Efreet
1 True-Name Nemesis
1 Vendilion Clique
1 Glen Elendra Archmage
1 Sower of Temptation
1 Venser, Shaper Savant
1 Meloku the Clouded Mirror
1 Mulldrifter
1 Consecrated Sphinx
1 Force of Will
1 Ancestral Recall
1 Brainstorm
1 Force Spike
1 Mystical Tutor
1 Personal Tutor
1 Ponder
1 Preordain
1 Spell Pierce
1 Arcane Denial
1 Counterspell
1 Mana Drain
1 Mana Leak
1 Memory Lapse
1 Miscalculation
1 Remand
1 Time Walk
1 Forbid
1 Jace Beleren
1 Psionic Blast
1 Timetwister
1 Tinker
1 Vedalken Shackles
1 Control Magic
1 Cryptic Command
1 Fact or Fiction
1 Jace, the Mind Sculptor
1 Opposition
1 Time Spiral
1 Upheaval
1 Condescend
1 Dig Through Time
1 Faerie Conclave
1 Carnophage
1 Diregraf Ghoul
1 Gnarled Scarhide
1 Gravecrawler
1 Sarcomancy
1 Tormented Hero
1 Vampire Lacerator
1 Dark Confidant
1 Dauthi Horror
1 Nezumi Graverobber
1 Oona's Prowler
1 Pack Rat
1 Flesh Carver
1 Hypnotic Specter
1 Master of the Feast
1 Ophiomancer
1 Vampire Nighthawk
1 Skinrender
1 Shriekmaw
1 Grave Titan
1 Griselbrand
1 Snuff Out
1 Dark Ritual
1 Dismember
1 Duress
1 Entomb
1 Imperial Seal
1 Inquisition of Kozilek
1 Reanimate
1 Thoughtseize
1 Vampiric Tutor
1 Bitterblossom
1 Dance of the Dead
1 Demonic Tutor
1 Exhume
1 Go for the Throat
1 Hymn to Tourach
1 Sinkhole
1 Hero's Downfall
1 Liliana of the Veil
1 Necromancy
1 Recurring Nightmare
1 Toxic Deluge
1 Damnation
1 Nether Void
1 Ob Nixilis of the Black Oath
1 Mind Twist
1 Volrath's Stronghold
1 Goblin Guide
1 Gorilla Shaman
1 Greater Gargadon
1 Grim Lavamancer
1 Jackal Pup
1 Stromkirk Noble
1 Keldon Marauders
1 Lightning Mauler
1 Plated Geopede
1 Stormblood Berserker
1 War-Name Aspirant
1 Young Pyromancer
1 Fire Imp
1 Goblin Rabblemaster
1 Imperial Recruiter
1 Manic Vandal
1 Squee, Goblin Nabob
1 Avalanche Riders
1 Flametongue Kavu
1 Hellrider
1 Hero of Oxid Ridge
1 Thundermaw Hellkite
1 Inferno Titan
1 Chain Lightning
1 Faithless Looting
1 Firebolt
1 Firestorm
1 Lightning Bolt
1 Reckless Charge
1 Arc Trail
1 Blood Lust
1 Incinerate
1 Lightning Strike
1 Magma Jet
1 Mizzium Mortars
1 Smash to Smithereens
1 Chaos Warp
1 Char
1 Staggershock
1 Sulfuric Vortex
1 Wheel of Fortune
1 Koth of the Hammer
1 Purphoros, God of the Forge
1 Sneak Attack
1 Burning of Xinye
1 Wildfire
1 Earthquake
1 Rolling Earthquake
1 Elvish Mystic
1 Experiment One
1 Fyndhorn Elves
1 Joraga Treespeaker
1 Jungle Lion
1 Llanowar Elves
1 Noble Hierarch
1 Wild Nacatl
1 Wolfbitten Captive
1 Fauna Shaman
1 Lotus Cobra
1 Rofellos, Llanowar Emissary
1 Sakura-Tribe Elder
1 Scavenging Ooze
1 Strangleroot Geist
1 Sylvan Caryatid
1 Tarmogoyf
1 Wall of Roots
1 Wild Mongrel
1 Eternal Witness
1 Reclamation Sage
1 Uktabi Orangutan
1 Yavimaya Elder
1 Master of the Wild Hunt
1 Thrun, the Last Troll
1 Vengevine
1 Acidic Slime
1 Deranged Hermit
1 Kalonian Hydra
1 Thragtusk
1 Hornet Queen
1 Terastodon
1 Woodfall Primus
1 Life from the Loam
1 Nature's Claim
1 Rancor
1 Sylvan Tutor
1 Wild Growth
1 Worldly Tutor
1 Regrowth
1 Survival of the Fittest
1 Sylvan Library
1 Song of the Dryads
1 Garruk Relentless
1 Garruk Wildspeaker
1 Natural Order
1 Green Sun's Zenith
1 Treetop Village
1 Psychatog
1 Shadowmage Infiltrator
1 Polluted Delta
1 Underground Sea
1 Watery Grave
1 Mystic Snake
1 Trygon Predator
1 Misty Rainforest
1 Tropical Island
1 Yavimaya Coast
1 Supreme Verdict
1 Venser, the Sojourner
1 Flooded Strand
1 Hallowed Fountain
1 Tundra
1 Dack's Duplicate
1 Ral Zarek
1 Shivan Reef
1 Steam Vents
1 Volcanic Island
1 Grenzo, Dungeon Warden
1 Rakdos Cackler
1 Blood Crypt
1 Bloodstained Mire
1 Lavaclaw Reaches
1 Maelstrom Pulse
1 Pernicious Deed
1 Llanowar Wastes
1 Overgrown Tomb
1 Verdant Catacombs
1 Sorin, Lord of Innistrad
1 Vindicate
1 Godless Shrine
1 Marsh Flats
1 Scrubland
1 Sarkhan Vol
1 Tattermunge Maniac
1 Stomping Ground
1 Taiga
1 Wooded Foothills
1 Boros Charm
1 Figure of Destiny
1 Battlefield Forge
1 Plateau
1 Sacred Foundry
1 Kitchen Finks
1 Voice of Resurgence
1 Savannah
1 Temple Garden
1 Windswept Heath
1 Chrome Mox
1 Mana Crypt
1 Mox Diamond
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
1 Coldsteel Heart
1 Everflowing Chalice
1 Grim Monolith
1 Mind Stone
1 Chromatic Lantern
1 Worn Powerstone
1 Masticore
1 Molten-Tail Masticore
1 Solemn Simulacrum
1 Myr Battlesphere
1 Skullclamp
1 Umezawa's Jitte
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 Cursed Scroll
1 Pithing Needle
1 Sensei's Divining Top
1 Crucible of Worlds
1 Mimic Vat
1 Tangle Wire
1 Icy Manipulator
1 Nevinyrral's Disk
1 Smokestack
1 Evolving Wilds
1 Gemstone Mine
1 Grand Coliseum
1 Library of Alexandria
1 Mana Confluence
1 Maze of Ith
1 Mishra's Factory
1 Mutavault
1 Rishadan Port
1 Strip Mine
1 Terramorphic Expanse
1 Wasteland
But you get the option to keep your own creatures with Killing Wave--presumably as an aggro deck against a midrange or control deck, you're pretty far ahead of them, life-wise, on turn four or five, so the life you'll be paying won't be as important to you.
It's also a lot more splashable than BiB, and can be cast pretty effectively at 2B.
I don't think it's extraordinary, but I'll be testing it for sure.