Long time admirer of this thread and talents here. I was wondering if someone here could do a render for me with this art I found on etsy, hopefully with an old border frame of the card glimpse of the unthinkable? I would really appreciate it! Thanks a tonne!
It just so happens that on Brainstorm Brewery .com I'm building is a 270 cube including mythics and rares for $200 or $25 dollars a section. The goal is to provide a starter list that is to be built up over time. But gets you into the format with a powerful feeling yet inexpensive list. The series is called the puzzle box. its got good feedback from a bunch of the heavy hitters in the cube world so far. check it out an leave a comment!
Has this ever been considered as a finisher for a control deck? It reminds me of stalking stones in the all counter spell worlds pre-con deck. A non stop stream of blockers once you have enough mana seems good especially since you can use it during your end step.
Looks like I'll need to test it some, it has often done what I want it to do because both things are things I want to be doing. Or in another way, I enjoy figuring out what the best play with the mode she is in. This probably the same reason I play scryb sprite in that the answers aren't totally obvious. I suppose I enjoy modality.
A note towards the shirking play windows, do you generally think this is a good thing? Does refers to drafting as well? Are we heading into a world of more linear drafting and deck construction? Or has it always been like this and I just haven't been playing long enough?
Mul Daya Channelers
Rise of the Eldrazi - [Price Guide]
Cost 1GG
Card Type Creature — Elf Druid Shaman
P / T 2 / 2
Rarity Rare
Card Text
Play with the top card of your library revealed. // As long as the top card of your library is a creature card, Mul Daya Channelers gets +3/+3. // As long as the top card of your library is a land card, Mul Daya Channelers has "T: Add two mana of any one color to your mana pool."
--------
So I have tested this both green ramp and green mid-range (which I know are often a trap) and I have to say it shines in both. In the mid range deck I think it did the most impressive work. It speeds up the progression of the deck considerably.
Usually I stared with a mana elf and it either put me to 6 mana on turn 3 if she is showing a land or you are swinging for 5 on turn three. Playing with 15 creatures and 17 land it was rarely neither of these things.
In the ramp deck it is doing the same things but filling different roles, if you are ramping to something and it's a land it obviously awesome, and when it is a creature you either have the best blocker to keep attackers at bay or you are swinging for 5 any ways.
I can it it not being the best in a heavy spell ramp deck but that's not the worst thing of all.
As far as late game top deck, it could be a 5/5 or a 2/2 that Ramps and if you have anyway of shuffling you can get rid of bad top if she is on the table.
Just found this on ebay Foil Basic Island Alter is the title, not putting the link as im afraid on infractions... What are your thoughts? Seems like a fun idea.
T1 -Land, Mox, Grim Monolith
T2- Jace TMS
T3...
T4- Jace Brainstorm an entreat to the top
T5 - Entreat for 9
This being said, my friend played a blood artist on turn three and it just didn't matter at all.
That being said blood artist in my non powered drafts has been awesome and is a real favorite. I think it's just going to take some play testing and actual figuring out what an expansion looks like. I think after last night it is going to look like a core number of cards and then 20 card non powered expansion and a 30 card powered expansion.
At this point i think only play test will tell... Any thoughts on things i things should be looking for during these play tests?
Another interesting question, when you talk about "we" when you are deciding on which cards to keep and cut.... how many people do you consult before the change? Is it your whole play group or a few of you who are more invested?
First time posting here in this thread of epic proportions! A question related to the last post. Any idea of how many people have copied and play your cube? What are your thoughts on this. I think it's kind of cool...
Also your cube and your comments hava been a huge help to me and i do have to say thank you!!
This cube was originally built unpowered. I went from 360 up to 400 and wanted to have the expansion. I had the show and tell/ sneak attack/ natural order package included with the "power expansion" but those cards just seem so fun and i figured i'd want to play with them in the unpowered version as well.
In fact i want to play with all of the cards you see in the list, just some times with the power 9 and fast mana and some times with out.
What are some opinions on this train of thought? I really have no idea what kind of oddities it would produce... it's kind of exciting!
Thanks for the suggestions! Changes made and info updated. Lots of questions to be found in the spoilers! Such as what is your favorite utility artifact and why?
This Cube is built for 2 very different play groups. I've been working on it about a year now and just in the last few weeks added the powered card. So it was balanced as an unpowered cube.
The first is my casual group that gets together once every 6 weeks to play some sort of Magic... not just cube. This group really enjoys the Play of Magic. Attacking, Blocking, Removal and generally "fair" games and play. Big flashy things are not so important. Here we mostly play 1v1
The second is the group at my LGS they are all competitive grinders and cube to them is all about "unfair" plays and are not so happy with a "Modest" cube deck. Here the play is mostly NonHG 2V2
I came up with an idea that I could have a Power expansion pack so when i go and play at my LGS i can shuffle in the power and all the broken things that they like doing.
I'm only a year in to cube managing and completely new to Power. So I guess what I am looking for is some help to create two balanced environments with my one stack of cards
Thanks all for all of your help thus far! It's been a lot!
Cube Size: 390/425 Breakdown: Standard or Theme:Standard Snow Lands:No Average Number of Players:2,4,6 How Often Drafted:Once a week
Card Selection Proxies:Yes Powered:Sometimes Portal:Yes "Un" Cards: No Banned Cards for Power-Level:No Banned Cards for Time Constraints:No Banned Cards for "fun" factor:No
Cube Design Standard or Multiplayer:Both Sideboards?:No Color Balance:Yes Gold Balance:Yes Hybrid/Split/Kicker as Gold:Yes Color Triggers as Gold:Yes Perfectly Balanced CMC:No
Nothing too special about my white section supports agro and is splashed into control well. We Probably see more of the control side of white in my groups.
Blue in this cube has a mill theme in it for one of the guys in my play group that plays this cube the most. It hasn't been in long but it has won a few games. Mill is pushed pretty heavily throughout the cube. It stretches in to black with support creatures, artifacts and Dimir. I tried to make it so that if you went UB control most of the mill cards weren't totally dead. Very little Uxx tempo play in this cube.
Mono black sees quite a bit of play in this cube. I feel like pox and mill work fairly well together. Wight of Precinct Six, Sewer Nemisis, Consuming Aberration (UB) work well if you have the rest of the pox deck. Again more test needed.
Mono (seems to be a theme) Green is really good here as well! I do have triple green spells all over the place but the casual group I play with loves this deck. It tends to go either ramp or agro with red. As you'll see my Gruul section supports this pretty well.
Not sure what to say about multicolor other than i think there is a lot. I would like to add more fixing by adding in 5 signets/talismans and or Each colour represented twice (to the artifact section) but I am not sure which ones to add and how to keep it balanced. Help would be apprectiated here
Lots of mana and mill artifacts. It is missing the seemingly ubiquitous utility artifact package. Winter Orb, Anhk of Mishra, Zuran Orb, Black Vise, Ring of Gix, Icy Manipulator, Tangle Wire ect. ect. For one I didn't have the cards and I never played with them so I don't know how fun they probably are. Let me know which is your favorite and why
Long time admirer of this thread and talents here. I was wondering if someone here could do a render for me with this art I found on etsy, hopefully with an old border frame of the card glimpse of the unthinkable? I would really appreciate it! Thanks a tonne!
Andrew
https://www.etsy.com/ca/listing/184374729/original-chess-player-pastel-painting?ref=market
A note towards the shirking play windows, do you generally think this is a good thing? Does refers to drafting as well? Are we heading into a world of more linear drafting and deck construction? Or has it always been like this and I just haven't been playing long enough?
Rise of the Eldrazi - [Price Guide]
Cost 1GG
Card Type Creature — Elf Druid Shaman
P / T 2 / 2
Rarity Rare
Card Text
Play with the top card of your library revealed. // As long as the top card of your library is a creature card, Mul Daya Channelers gets +3/+3. // As long as the top card of your library is a land card, Mul Daya Channelers has "T: Add two mana of any one color to your mana pool."
--------
So I have tested this both green ramp and green mid-range (which I know are often a trap) and I have to say it shines in both. In the mid range deck I think it did the most impressive work. It speeds up the progression of the deck considerably.
Usually I stared with a mana elf and it either put me to 6 mana on turn 3 if she is showing a land or you are swinging for 5 on turn three. Playing with 15 creatures and 17 land it was rarely neither of these things.
In the ramp deck it is doing the same things but filling different roles, if you are ramping to something and it's a land it obviously awesome, and when it is a creature you either have the best blocker to keep attackers at bay or you are swinging for 5 any ways.
I can it it not being the best in a heavy spell ramp deck but that's not the worst thing of all.
As far as late game top deck, it could be a 5/5 or a 2/2 that Ramps and if you have anyway of shuffling you can get rid of bad top if she is on the table.
So, am I crazy or is this worth looking at?
Thanks in advance!
I think this may have been posted in the wrong thread. But I will keep this under consideration! lol
T1 -Land, Mox, Grim Monolith
T2- Jace TMS
T3...
T4- Jace Brainstorm an entreat to the top
T5 - Entreat for 9
This being said, my friend played a blood artist on turn three and it just didn't matter at all.
That being said blood artist in my non powered drafts has been awesome and is a real favorite. I think it's just going to take some play testing and actual figuring out what an expansion looks like. I think after last night it is going to look like a core number of cards and then 20 card non powered expansion and a 30 card powered expansion.
At this point i think only play test will tell... Any thoughts on things i things should be looking for during these play tests?
First time posting here in this thread of epic proportions! A question related to the last post. Any idea of how many people have copied and play your cube? What are your thoughts on this. I think it's kind of cool...
Also your cube and your comments hava been a huge help to me and i do have to say thank you!!
VIVA LA MILL THEME!
In fact i want to play with all of the cards you see in the list, just some times with the power 9 and fast mana and some times with out.
What are some opinions on this train of thought? I really have no idea what kind of oddities it would produce... it's kind of exciting!
Basic Information
This Cube is built for 2 very different play groups. I've been working on it about a year now and just in the last few weeks added the powered card. So it was balanced as an unpowered cube.
The first is my casual group that gets together once every 6 weeks to play some sort of Magic... not just cube. This group really enjoys the Play of Magic. Attacking, Blocking, Removal and generally "fair" games and play. Big flashy things are not so important. Here we mostly play 1v1
The second is the group at my LGS they are all competitive grinders and cube to them is all about "unfair" plays and are not so happy with a "Modest" cube deck. Here the play is mostly NonHG 2V2
I came up with an idea that I could have a Power expansion pack so when i go and play at my LGS i can shuffle in the power and all the broken things that they like doing.
1 Black Lotus
1 Mana Crypt
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Mana Vault
1 Sol Ring
1 Grim Monolith
1 Gilded Lotus
1 Smokestack
//Land
1 Library of Alexandria
1 Mishra's Workshop
//Colorless Creatures
1 Blightsteel Colossus
1 Sundering Titan
//White
1 Land Tax
//Blue
1 Ancestral Recal
1 Time Twister
1 Time Walk
1 Mind Twist
//Red
1 Sneak Attack
//Green
1 Natural Order
I'm only a year in to cube managing and completely new to Power. So I guess what I am looking for is some help to create two balanced environments with my one stack of cards
Thanks all for all of your help thus far! It's been a lot!
Cube Size: 390/425
Breakdown:
Standard or Theme:Standard
Snow Lands:No
Average Number of Players:2,4,6
How Often Drafted:Once a week
Card Selection
Proxies:Yes
Powered:Sometimes
Portal:Yes
"Un" Cards: No
Banned Cards for Power-Level:No
Banned Cards for Time Constraints:No
Banned Cards for "fun" factor:No
Cube Design
Standard or Multiplayer:Both
Sideboards?:No
Color Balance:Yes
Gold Balance:Yes
Hybrid/Split/Kicker as Gold:Yes
Color Triggers as Gold:Yes
Perfectly Balanced CMC:No
Nothing too special about my white section supports agro and is splashed into control well. We Probably see more of the control side of white in my groups.
1 Elite Vanguard
1 Isamaru, Hound of Konda
1 Mother of Runes
1 Savannah Lions
1 Steppe Lynx
1 Student of Warfare
1 Mikaeus, the Lunarch
//2CC
1 Accorder Paladin
1 Cloistered Youth
1 Eight-and-a-Half-Tails
1 Kor Skyfisher
1 Knight of the White Orchid
1 Lone Missionary
1 Loyal Cathar
1 Nearheath Pilgrim
1 Porcelain Legionnaire
1 Precinct Captain
1 Soltari Trooper
1 Stoneforge Mystic
1 Thalia, Guardian of Thraben
1 Wall of Omens
1 Blade Splicer
1 Flickerwisp
1 Fiend Hunter
1 Mirran Crusader
1 Silverblade Paladin
1 Spectral Procession
//4CC
1 Hero of Bladehold
1 Kor Sanctifiers
1 Restoration Angel
1 Sublime Archangel
//5CC
1 Baneslayer Angel
1 Cloudgoat Ranger
1 Reveillark
1 Sun Titan
1 Elesh Norn, Grand Cenobite
1 Akroma, Angel of Wrath
//XCC
1 Entreat the Angels
1 Condemn
1 Enlightened Tutor
1 Land Tax
1 Mana Tithe
1 Path to Exile
1 Swords to Plowshares
1 Balance
1 Disenchant
1 Journey to Nowhere
//3CC
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 Gideon Jura
//6CC
1 Terminus
Blue in this cube has a mill theme in it for one of the guys in my play group that plays this cube the most. It hasn't been in long but it has won a few games. Mill is pushed pretty heavily throughout the cube. It stretches in to black with support creatures, artifacts and Dimir. I tried to make it so that if you went UB control most of the mill cards weren't totally dead. Very little Uxx tempo play in this cube.
1 Enclave Cryptologist
//2CC
1 Coralhelm Commander
1 Looter il-Kor
1 Merfolk Looter
1 Phantasmal Image
1 Snapcaster Mage
1 Waterfront Bouncer
1 Man-o'-War
1 Fettergeist
1 Phyrexian Metamorph
1 Serendib Efreet
1 Vendilion Clique
1 Willbender
1 Dungeon Geists
1 Glen Elendra Archmage
1 Venser, Shaper Savant
//5CC
1 Meloku the Clouded Mirror
1 Mulldrifter
//6CC
1 Consecrated Sphinx
1 Frost Titan
1 Archive Trap
1 Daze
1 Force of Will
//1CC
1 Ancestral Recall
1 Ancestral Visions
1 Brain Storm
1 Force Spike
1 Mystical Tutor
1 Ponder
1 Preordain
1 Spell Pierce
//2CC
1 Brainstorm
1 Counterspell
1 Impulse
1 Into the Roil
1 Mana Leak
1 Memory Lapse
1 Miscalculation
1 Time Walk
1 Standstill
1 Capsize
1 Forbid
1 Thirst for Knowledge
1 Timetwister
1 Tinker
1 Show and Tell
//4CC
1 Deep Analysis
1 Fact or Fiction
1 Jace, Architect of Thought
1 Jace, the Mind Sculptor
//5CC
1 Tamiyo, the Moon Sage
//6CC
1 Time Spiral
1 Upheaval
1 Condescend
1 Repeal
1 Increasing Confusion
//Land
1 Tolarian Academy
1 Shelldock Isle
Mono black sees quite a bit of play in this cube. I feel like pox and mill work fairly well together. Wight of Precinct Six, Sewer Nemisis, Consuming Aberration (UB) work well if you have the rest of the pox deck. Again more test needed.
1 Carnophage
1 Diregraf Ghoul
1 Fume Spitter
1 Gravecrawler
1 Vampire Lacerator
//2CC
1 Blood Artist
1 Bloodghast
1 Dark Confidant
1 Knight of Infamy
1 Nezumi Graverobber
1 Pack Rat
1 Wight of Precinct Six
1 Vampire Hexmage
1 Bane of the Living
1 Bone Shredder
1 Geralf's Messenger
1 Liliana's Specter
1 Vampire Nighthawk
//4CC
1 Bloodline Keeper
1 Braids, Cabal Minion
1 Desecration Demon
1 Sewer Nemesis
1 Skinrender
1 Bloodgift Demon
1 Ob Nixilis, the Fallen
1 Shriekmaw
//6+CC
1 Grave Titan
1 Griselbrand
1 Massacre Wurm
1 Snuff Out
//1CC
1 Dark Ritual
1 Despise
1 Dismember
1 Duress
1 Entomb
1 Imperial Seal
1 Inquisition of Kozilek
1 Vampiric Tutor
1 Animate Dead
1 Bitterblossom
1 Chainer's Edict
1 Dance of the Dead
1 Demonic Tutor
1 Exhume
1 Go For the Throat
1 Hymn to Tourach
1 Sign in Blood
1 Smallpox
1 Liliana of the Veil
1 Necromancy
1 Pox
1 Recurring Nightmare
//4CC
1 Damnation
1 Liliana of the Dark Realms
//XCC
1 Black Sun's Zenith
1 Mind Twist
1 Yawgmoth's Will
Mono Red in this cube as I am sure in most rolls over people constantly. Wildfire has seen play a couple times and it's pretty good here too.
1 Goblin Guide
1 Grim Lavamancer
1 Jackal Pup
1 Mogg Fanatic
1 Reckless Waif
1 Spikeshot Elder
1 Stonewright
1 Stromkirk Noble
1 Ash Zealot
1 Gore-House Chainwalker
1 Hellspark Elemental
1 Lightning Mauler
1 Plated Geopede
1 Stormblood Berserker
1 Torch Fiend
//3CC
1 Chandra's Phoenix
1 Guttersnipe
1 Manic Vandal
1 Archwing Dragon
1 Avalanche Riders
1 Flametongue Kavu
1 Hellrider
1 Hero of Oxid Ridge
1 Thundermaw Hellkite
1 Zealous Conscripts
//6CC
1 Inferno Titan
1 Fireblast
//1CC
1 Burst Lightning
1 Dead/Gone
1 Faithless Looting
1 Forked Bolt
1 Firebolt
1 Firestorm
1 Lightning Bolt
//2CC
1 Arc Trail
1 Incinerate
1 Magma Jet
1 Mizzium Mortars
1 Whip Flare
1 Searing Blaze
1 Searing Spear
1 Smash to Smithereens
1 Arc Lightning
1 Brimstone Volley
1 Chaos Warp
1 Flames of the Firebrand
1 Flame Javelin
1 Molten Rain
1 Sulfuric Vortex
1 Wheel of Fortune
//4CC
1 Koth of the Hammer
1 Sneak Attack
1 Chandra Nalaar
//6CC
1 Wildfire
//XCC
1 Devil's Play
1 Earthquake
Mono (seems to be a theme) Green is really good here as well! I do have triple green spells all over the place but the casual group I play with loves this deck. It tends to go either ramp or agro with red. As you'll see my Gruul section supports this pretty well.
1 Arbor Elf
1 Basking Rootwalla
1 Birds of Paradise
1 Experiment One
1 Fyndhorn Elves
1 Joraga Treespeaker
1 Llanowar Elves
1 Noble Hierarch
1 Wild Nacatl
1 Wolfbitten Captive
//2CC
1 Fauna Shaman
1 Lotus Cobra
1 Mayor of Avabruck
1 Sakura-Tribe Elder
1 Scavenging Ooze
1 Strangleroot Geist
1 Tarmogoyf
1 Wall of Roots
1 Wild Mongrel
1 Leatherback Baloth
1 Nantuko Vigilante
1 Predator Ooze
1 Somberwald Sage
1 Troll Ascetic
1 Yavimaya Elder
1 Wolfir Avenger
1 Viridian Shaman
//4CC
1 Blastoderm
1 Thrun, The Last Troll
1 Wickerbough Elder
1 Phantom Centaur
1 Yeva, Nature's Herald
//5CC
1 Acidic Slime
1 Kessig Cagebreakers
1 Deranged Hermit
1 Wolfir Silverheart
1 Vorapede
1 Primeval Titan
1 Hornet Queen
//1CC
1 Rancor
//2CC
1 Channel
1 Farseek
1 Life from the Loam
1 Regrowth
//3CC
1 Beast Within
1 Cultivate
//4CC
1 Garruk Relentless
1 Garruk Wildspeaker
1 Harmonize
1 Natural Order
//5CC
1 Garruk, Primal Hunter
1 Rude Awakening
//XCC
1 Green Sun's Zenith
1 Hurricane
Not sure what to say about multicolor other than i think there is a lot. I would like to add more fixing by adding in 5 signets/talismans and or Each colour represented twice (to the artifact section) but I am not sure which ones to add and how to keep it balanced. Help would be apprectiated here
//Gold
1 Detention Sphere
1 Geist of Saint Traft
1 Supreme Verdict
1 Venser, the Sojourner
//Land
1 Celestial Colonnade
1 Flooded Strand
1 Hallowed Fountain
1 Tundra
Dimir
//Gold
1 Baleful Strix
1 Consuming Aberration
1 Psychatog
1 Shadowmage Infiltrator
1 Tezzeret, Agent of Bolas
//Land
1 Drowned Catacomb
1 Polluted Delta
1 Underground Sea
Rakdos
//Gold
1 Rakdos Cackler
1 Dreadbore
1 Murderous Redcap
1 Rakdos Shred-Freak
1 Terminate
//Land
1 Badlands
1 Blood Crypt
1 Bloodstained Mire
Gruul
//Gold
1 Bloodbraid Elf
1 Flinthoof Boar
1 Tattermunge Maniac
1 Stormbind
1 Raging Ravine
1 Rootbound Crag
1 Taiga
1 Wooded Foothills
Selesnya
//Gold
1 Dryad Militant
1 Qasali Pridemage
1 Kitchen Finks
1 Knight of the Reliquary
//Land
1 Savannah
1 Temple Garden
1 Windswept Heath
1 Stirring Wildwood
Orzhov
//Gold
1 Lingering Souls
1 Sorin, Lord of Innistrad
1 Unburial Rites
1 Mortify
1 Gerrard's Verdict
//Land
1 Isolate Chapel
1 Marsh Flats
1 Scrubland
Izzet
//Gold
1 Fire//Ice
1 Izzet Charm
1 Izzet Signet
1 Electrolyze
1 Prophetic Bolt
//Land
1 Scalding Tarn
1 Steam Vents
1 Volcanic Island
//Gold
1 Abrupt Decay
1 Deathrite Shaman
1 Lotleth Troll
1 Putrid Leech
1 Spirit Monger
//Land
1 Bayou
1 Overgrown Tomb
1 Verdant Catacombs
Boros
//Gold
1 Figure of Destiny
1 Boros Charm
1 Ajani Vengeant
1 Gisela, Blade of Goldnight
1 Slayers' Stronghold
//Land
1 Arid Mesa
1 Plateau
1 Sacred Foundry
Simic
//Gold
1 Coiling Oracle
1 Edric, Spymaster of Trest
1 Trygon Predator
1 Mystic Snake
1 Shardless Agent
//Land
1 Hinterland Harbour
1 Misty Rainforest
1 Tropical Island
Lots of mana and mill artifacts. It is missing the seemingly ubiquitous utility artifact package. Winter Orb, Anhk of Mishra, Zuran Orb, Black Vise, Ring of Gix, Icy Manipulator, Tangle Wire ect. ect. For one I didn't have the cards and I never played with them so I don't know how fun they probably are. Let me know which is your favorite and why
1 Phyrexian Revoker
1 Spellskite
//4CC
1 Masticore
1 Lodestone Golem
1 Solemn Simulacrum
1 Karn Silver Golem
//6CC
1 Triskelion
1 Wurmcoil Engine
//7CC
1 Myr Battlesphere
1 Sundering Titan
//Tinker Targets
1 Sphinx of the Steel Wind
1 Blightsteel Colossus
1 Bonesplitter
1 Skullclamp
//2CC
1 Umezawa's Jitte
1 Lightning Greaves
1 Sword of Body and Mind
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of War and Peace
1 Bonehoard
//5CC
1 Batterskull
1 Black Lotus
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 Mana Vault
1 Sol Ring
//2CC
1 Grim Monolith
1 Mind Stone
//3CC
1 Chromatic Lantern
1 Coalition Relic
1 Darksteel Ingot
1 Pristine Talisman
1 Gilded Lotus
1 Noxious Revival
//1CC
1 Grindstone
1 Sensei's Divining Top
//2CC
1 Mesmeric Orb
1 Ratchet Bomb
1 Crystal Ball
1 Mimic Vat
1 Squee, Goblin Nabob
//4CC
1 Nevinyrral's Disk
1 Smokestack
1 Trading Post
1 Karn Liberated
1 Evolving Wilds
1 Grand Coliseum
1 Library of Alexandria
1 Maze of Ith
1 Mishra’s Factory
1 Mishra's Workshop
1 Rishadan Port
1 Strip Mine
1 Terramorphic Expanse
1 Wasteland