Grimgrin's Analysis - this is an odd one. I'd rarely want to play the actual spell, but I'm stoked to have an instant Night's Whisper once it's in my yard.
Necrotic Wurm is a decent card. Not sure it has a great place to fit in most decks though, but it's got reasonable stats and ability.
Seer of Keranos actually seems pretty underpowered. For one mana more, you get Magus of the Future, which has a bigger butt and lets you cast creatures and, most importantly, play lands.
Tinkerbot seems weird. I mean, a 3/3 flying for 2U is above curve, but I'm not sure how often I'd want to use that imprint ability.
Shrapnel Storm seems like it needs a really artifact-heavy deck to pay off.
On Grimgrin's Analysis: Splittable Foresee, but in two colors, and stuff. I don't think that makes it broken on average, but I think its powerful. maybe not enough for a gold cube card, though.
Necrotic wurm: Yeah, just trying to make Necrotic Ooze cubable. I'm gonna try it out.
Seer of Keranos: 2UU is waay less than 2UUU though, right? Also, the scry ability makes you more likely to play multiple spells per turn off the top. I'm thinking that puts it probably close to Magus of the Future in power level, but maybe not better.
Tinkerbot: Is a 3/3 flyer for 2U actually above the curve in cube? Meant to be a much higher floor, much lower ceiling Tinker. May be too boring, though.
Shrapnel storm is admittedly a little weak without tons of artifacts, though it's floor is still better than Shrapnel Blast's floor, and higher ceiling, too.
I don't think that works rules wise, because I'm pretty sure it would lose the other creature abilities and the undying when it leaves the battlefield. I think you have to give it undying normally, and specify that it doesn't lose it from becoming a copy of another creature.
That is not correct. Are you familiar with the card Undying Evil? Really basic effect, and it wouldn't work if the rules worked the way you thought. Leaves-the-battlefield triggers like Undying are checked for before the permanent leaves the battlefield.
There is actually a minor rules issue with Undying Mimic though - you shouldn't refer to creature cards on the battlefield. It should be "creature card in a graveyard or creature on the battlefield" (the "on the battlefield" is redundant but good for clarity). Balance-wise, I would make it a Clone or a Body Double, but not both. I know making it a clone would make it more vulnerable to wraths, but your creature sometimes dying to a wrath is really okay, and having both options at 4 mana is way too good. I think keeping the Body Double option and dropping the clone option would make for more interesting gameplay. It helps make the reanimator deck less binary if they have a good payoff card at 4 mana when most are 2-3.
So here's what I'll be trying out:
Copying creature cards on the battlefield would definitely be un-intuitive, as you couldn't copy tokens, but would it not technically work? I don't really want it to be just a body double and have blue mana in the cost, though, as It just feels too black.
Would really love this to round out a RUG cascade archetype with Bloodbraid Elf and Shardless Agent. Cascade on CMC = 2 is probably too powerful though.
I think I play that at sorcery speed, not sure. I'm a fan, anyways. "strictly" is the wrong word, but it is better than Arc Lightning, and at instant, it may well be better than Arc Trail.
Agreed, 20 minutes, plus trading (10-20 minutes?), then 30mins build time is a LONG time. We usually take maybe 15-20 minutes to draft, 5-10 minutes to build. Maybe 15 to build a sealed pool.
I will add that my cube has very good fixing, and generally easy mana costs, so running higher land counts to help with color availability usually isn't necessary. I don't want to play a format where you have to run extra lands as an alternative to good fixing.
Also I think turn 3 is probably the critical turn for my cube. (I've stayed away from some of the more busted 4 drops.)
So 16 is usually correct here. If you want that, run more fixing lands, lower your curve, run less CC and 1CC cards, run more hybrids, and run slightly less game changing 4 drops(and maybe 5 drops)
Not to get off topic, but your format looks like it has okay--not "very good"--fixing for its size. You run an amount of fixing lands that's rather low for 420, actually. The specific lands you chose are almost universally well-regarded, especially in reduced powerlevel circles, yes. And the fact that you run a cycle of rare lands in an otherwise Peasant cube certainly creates a marked, artificial boost to the quality of your landbase, of course. But I can totally see a draft pod of 8 feeling like they're not able to snap up the amount of fixing they need, especially given the distinct possibility that some of it could end up in unused packs.
And like Mark said, it's a Peasant cube. Your card pool is drastically different from the average cube (even my Modern Banlist cube), so your advice is not really applicable to most cube managers. No offense intended by any of this, just trying to lend some objectivity here.
Crap I need to change my sig. Not running a peasant cube anymore. I'm running a 360 unpowered with a slightly more aggressive "banlist" than most people, and slight focus on more interesting or fun cards rather than raw power(though the cube's power level really isn't much lower than most unpowered cubes. Then I run double fetches. Fetches make more maindecks than even duals, as you can run off-color ones.
Not a super-normal cube, but more relatable to your average unpowered cube than a peasant cube.
I will add that my cube has very good fixing, and generally easy mana costs, so running higher land counts to help with color availability usually isn't necessary. I don't want to play a format where you have to run extra lands as an alternative to good fixing.
Also I think turn 3 is probably the critical turn for my cube. (I've stayed away from some of the more busted 4 drops.)
So 16 is usually correct here. If you want that, run more fixing lands, lower your curve, run less CC and 1CC cards, run more hybrids, and run slightly less game changing 4 drops(and maybe 5 drops)
Mediocre in SOI draft so far in my experience. People play it in standard. I'm thinking it's probably not quite good enough for most cubes. (Which should make it perfect for mine, yay!)
Yeah, I did that once, to play the first tiny leader tourney. Didn't work well.
With basic lands types, I could see these seeing a small amount of legacy play (1 per deck max) to save lands from Wasteland, but perhaps not.
I like 'em.
On Grimgrin's Analysis: Splittable Foresee, but in two colors, and stuff. I don't think that makes it broken on average, but I think its powerful. maybe not enough for a gold cube card, though.
Necrotic wurm: Yeah, just trying to make Necrotic Ooze cubable. I'm gonna try it out.
Seer of Keranos: 2UU is waay less than 2UUU though, right? Also, the scry ability makes you more likely to play multiple spells per turn off the top. I'm thinking that puts it probably close to Magus of the Future in power level, but maybe not better.
Tinkerbot: Is a 3/3 flyer for 2U actually above the curve in cube? Meant to be a much higher floor, much lower ceiling Tinker. May be too boring, though.
Shrapnel storm is admittedly a little weak without tons of artifacts, though it's floor is still better than Shrapnel Blast's floor, and higher ceiling, too.
Copying creature cards on the battlefield would definitely be un-intuitive, as you couldn't copy tokens, but would it not technically work? I don't really want it to be just a body double and have blue mana in the cost, though, as It just feels too black.
Here:
Cascader Mage U/2 R/2
Creature - Wizard
Cascade
2/1
Now you can't guarantee you hit the 1 lightning bolt in your deck...
Crap I need to change my sig. Not running a peasant cube anymore. I'm running a 360 unpowered with a slightly more aggressive "banlist" than most people, and slight focus on more interesting or fun cards rather than raw power(though the cube's power level really isn't much lower than most unpowered cubes. Then I run double fetches. Fetches make more maindecks than even duals, as you can run off-color ones.
Not a super-normal cube, but more relatable to your average unpowered cube than a peasant cube.
Also I think turn 3 is probably the critical turn for my cube. (I've stayed away from some of the more busted 4 drops.)
So 16 is usually correct here. If you want that, run more fixing lands, lower your curve, run less CC and 1CC cards, run more hybrids, and run slightly less game changing 4 drops(and maybe 5 drops)
Play creature.
Tap Azami for draw.
He casts chain on Lab maniac.
Tap Lab maniac for draw.
You draw, you win.
before lab maniac is bounced.
and before you draw from tapping azami.