He has a Wild Mongrel and a Garruk Wildspeaker in there, but the rest of those options would improve that green section quite a bit.
Yea they would. Remember, I built this cube mainly with leftover cards, I haven't really started buying cards yet, but will soon when I get the chance.
It does not have to be a budgeted cube. I prefer it not exceed $20 because I will eventually bring it to my local card shops and I don't want cards getting stolen.
First off, I am new to cube, and I am loving the format. I do not really know where this post belongs within the Cube forum, so I am posting it on the general forum and hope it eventually get moved to the correct sub-forum.
I built a 400 card cube, and my play group has drafted it now a couple of times. So far everything is running smoothly. However, I did notice something that intrigued me, Green was getting very under-drafted. I went over the list and felt that the power-level I have is fairly weak. Does anyone have any suggestions to improve? I have semi-budgeted it so that no cards are value to at most $15, and it clearly is an un-powered cube.
So I followed Evan Erwin's suggestions for balance with 25 Creatures and 25 Spells for each colors except Green, which gets 30 Creatures and 20 Spells. I know some of the obvious adds (Primeval Titan will get add when my friends stops trying to make his Amulet of Vigor combo work). Any suggestions???
Beating out Jund Midrange is not the best Measuring for a deck that gets better value for there cards then Jund does. Getting 5 Entreated angels would almost do in most if not all Jund builds. (the matchup is 50/50 at worst imo) Baneslayer also is one of the best Value creatures in that Lifelink can easily but the game out of reach. You need to test it against one of the more aggro builds (Soul Sisters or W(X) Hatebears) or combo decks (Twins or Pod)
There fixed it, use Deck Tags and people are more likely to respond. All in Dust seems fun, but I'll rather have #4 Wurmcoil Engine. Also, in any Tron, I am a big time advocate for Sundering Titan. You get so much value out of this guy, especially if you are not running Shocklands like in your build.
I would also cut one of your playset of Chrome Eggs (Sphere or Star). With the Lantern, Grove, and other set of Chrome eggs, there should be enough fixing to get to cast your land fetchers. I would actually cut 4 Sphere for 1 Pyroclasm, 1 sylvan Scrying, 1 Sundering Titan and 1 Oblivion Stone. Also, consider swapping 2 of the Star for 2 Gruul Signet.
The Question I have for you is how often are you hitting your land-drops. 20 Land seems quite thin even for ramp/fetch deck.
I think there is something people are ignoring to make Chandra good, 2 + abilities (a la Elspeth, Knight-Errant) and a minus Ultimate.
1RR Loyality 3
+1 Deal 2 damage to target Creature and Deal 1 Damage to target player
+1 Deal 3 Damage to target Creature or Player, if a creature dies this way, exile it instead
-6 Each opponent sacrifices all lands, creatures and artifacts they control.
Incorrect, I play Hide Tide a lot in Legacy, it only needs to get to turn 4 with 3 lands to consistently combo off. Turn three, if you draw 2 Hide Tides or draw Snap/Cloud of Faeries combo (which Gush provides), you can turn three a Time Spiral with 2 mana open, whatever 7 new cards you draw (more Hide tide and more combo).
Back to Modern though, I do not see it breaking the format it completely ruins tempo in a heavy creature based format. Gushing against Jund with alt cost essentially but you back too far to deal with their CA strategy (even if it is EOT). As I mention before, I would love to see it with a set with the Landfall Mechanic. Someone mention Zoo would love this card, I would agree, since Zoo mana based is 2 or less and it make Steppe Lynx far more viable later in the game.
Gush absolutely has anti-synergy with High Tide because bouncing Islands to your hand is the last thing the deck wants to do.
I think you have not truly played a Gush fueled Hide Tide combo. Drawing 2 cards for the cost of 2 Island (technically 1 if you have a fetchland out and still have a land drop) is bonkers, by turn 3 you can go off, drawing to another High Tide, or the main combos pieces of Cloud of Faeries and Snap into Time Spiral, into gg. Add Brainstorm and the power level gets near Ancestral Recall Levels.
People Gush is OP because it does so many things for blue decks. High Tide, If you haven't land drop yet, Float mana, play it for alt, play Hide Tide, land drop, you get 3 mana (Blue Dark Ritual) into Cloud of Faeries and other spells. The real problem is its interaction with Brainstorm. Early game (turn 1 or 2), it may not get played, but by turn 3, think about it, Alt cast Gush. Brainstorm in response. Draw 3 and top deck the Lands, draw for Gush. Throw in a shuffle effect between Brainstorm resolution and Gush Resolution, like Fetchland for the Island you just put on top, and things get way out of hand. You are drawing 5 Cards for just a single loss of 1 Island, majorly Over-Powered Even, JTMS brainstorm trigger, Gush in response (hello Caw-Blade v2.0)
As for its Viability in Modern, I think that with out the Hide Tide/Fastbond, with out deck Stacking, and it being a format more define by its creatures (as WOTC wants Modern to be), I believe this card will not have a potential warping effect, its just another Free draw effect that Electromancer Storm may want. I would love to see it reprinted when WOTC returns to Zendikar Block to work with the Landfall mechanic.
At a FNM, I was working with a underpowered Pox-Walker Deck against a Soul Sister. I scooped after my opponent gets 90 lives in game one but is unable damage through the red zone because of all my removal. I have no clue what to do in game two, and looked at my sideboard, which was unfinished, and had a single copy of Sorin Markov that I forgot to take out of the deck box. Game 2, my opponent decided to just gain life after losing Ajani Pridemate to my Surgical Extraction. I stalled out and landed Sorin and my opponent gave me a WTF look, "How can you actually had that in the board???" I smiled and won, then got run over game 3 for a satisfying 1-2 match.
There is no reason to have 5 colors in a control deck, you can work perfectly fine with 3 (4 pushing the limit)
Disagree, 5C is fun, but it also gives you access to all the colors for control. You get Blue for Draw, White for Wraith effects, Black for removal, red for Burn, and Green for Beats. Why limit yourself with "substandard spells" blue removal and Black beaters, Red Wraith in a 3 color control. (Note: Speaking with Sarcasm does not translate well in text.)
He wanted to play a 5 color brew, probably because he enjoys that kind of deck. Magic is all about self-expression and 3 color control may perfect for you but he may want to push the limit and go 5 color. (Which I love doing too.)
Yea they would. Remember, I built this cube mainly with leftover cards, I haven't really started buying cards yet, but will soon when I get the chance.
It does not have to be a budgeted cube. I prefer it not exceed $20 because I will eventually bring it to my local card shops and I don't want cards getting stolen.
I built a 400 card cube, and my play group has drafted it now a couple of times. So far everything is running smoothly. However, I did notice something that intrigued me, Green was getting very under-drafted. I went over the list and felt that the power-level I have is fairly weak. Does anyone have any suggestions to improve? I have semi-budgeted it so that no cards are value to at most $15, and it clearly is an un-powered cube.
1 Llanowar Elves
1 Avacyn's Pilgram
1 Essence Warden
1 Spore Frog
1 Elvish Lyrist
1 Quirion Dryad
1 Priest of Titania
1 Wild Mongel
1 Deadly Recluse
1 River Boa
1 Nightshade Peddler
1 Garruk's Companion
1 Elvish Visionary
1 Wearbear
1 Gyre Sage
1 Borderland Ranger
1 Uktabi Orangutan
1 Elvish Champion
1 Yeva, Nature's Hearld
1 Gamekeeper
1 Erhnam Djinn
1 Blastoderm
1 Voropede
1 Acidic Slime
1 Nemata, Grove Guardian
1 Soul of the Harvest
1 Rhox
1 Weatherseed Treefolk
1 Verdant Force
1 Briar Shield
1 Rancor
1 Dense Foilage
1 Upwelling
1 Garruk Wildspeaker
1 Giant Growth
1 Fog
1 Druid's Deliverance
1 Naturalize
1 Wild Might
1 Invigorate
1 Cultivate
1 Mulch
1 Regrowth
1 Channel
1 Rampant Growth
1 Plow Under
1 Restock
1 Primal Surge
So I followed Evan Erwin's suggestions for balance with 25 Creatures and 25 Spells for each colors except Green, which gets 30 Creatures and 20 Spells. I know some of the obvious adds (Primeval Titan will get add when my friends stops trying to make his Amulet of Vigor combo work). Any suggestions???
1 Emrakul, the aeon torn
1 Ulamog, the infinite gyre
3 Wurmcoil engine
Planeswalker:
4 Karn liberated
Spells:
1 all is dust
2 oblivion stone
3 relic of progenitus
3 chromatic lantern
4 ancient stirrings
4 chromatic sphere
4 chromatic star
4 expedition map
3 sylvan scrying
3 pyroclasm
1 eye of ugin
1 ghost quarter
2 forest
4 grove of the burnwillows
4 urza's mine
4 urza's power plant
4 urza's tower
There fixed it, use Deck Tags and people are more likely to respond. All in Dust seems fun, but I'll rather have #4 Wurmcoil Engine. Also, in any Tron, I am a big time advocate for Sundering Titan. You get so much value out of this guy, especially if you are not running Shocklands like in your build.
I would also cut one of your playset of Chrome Eggs (Sphere or Star). With the Lantern, Grove, and other set of Chrome eggs, there should be enough fixing to get to cast your land fetchers. I would actually cut 4 Sphere for 1 Pyroclasm, 1 sylvan Scrying, 1 Sundering Titan and 1 Oblivion Stone. Also, consider swapping 2 of the Star for 2 Gruul Signet.
The Question I have for you is how often are you hitting your land-drops. 20 Land seems quite thin even for ramp/fetch deck.
http://forums.mtgsalvation.com/showthread.php?t=436546
http://forums.mtgsalvation.com/showthread.php?t=483549
1RR Loyality 3
+1 Deal 2 damage to target Creature and Deal 1 Damage to target player
+1 Deal 3 Damage to target Creature or Player, if a creature dies this way, exile it instead
-6 Each opponent sacrifices all lands, creatures and artifacts they control.
(Pushed to the point where Red mages would love)
Back to Modern though, I do not see it breaking the format it completely ruins tempo in a heavy creature based format. Gushing against Jund with alt cost essentially but you back too far to deal with their CA strategy (even if it is EOT). As I mention before, I would love to see it with a set with the Landfall Mechanic. Someone mention Zoo would love this card, I would agree, since Zoo mana based is 2 or less and it make Steppe Lynx far more viable later in the game.
I think you have not truly played a Gush fueled Hide Tide combo. Drawing 2 cards for the cost of 2 Island (technically 1 if you have a fetchland out and still have a land drop) is bonkers, by turn 3 you can go off, drawing to another High Tide, or the main combos pieces of Cloud of Faeries and Snap into Time Spiral, into gg. Add Brainstorm and the power level gets near Ancestral Recall Levels.
As for its Viability in Modern, I think that with out the Hide Tide/Fastbond, with out deck Stacking, and it being a format more define by its creatures (as WOTC wants Modern to be), I believe this card will not have a potential warping effect, its just another Free draw effect that Electromancer Storm may want. I would love to see it reprinted when WOTC returns to Zendikar Block to work with the Landfall mechanic.
LOL, I took this deck to a local tourney and won the whole thing. Added Fetch-to-Shocklands for mana efficiency. (playing only 42 Lands, 4 Gitaxian Probe, 4 Street Wraith, 4 Treasure Hunt, 2 Zombie Infestation, 1 Psychic Spiral, 1 Borborygmos Enraged, 1 Seismic Assault, and 1 Abundance.) Everyone hated it as I laugh my butt off.
Disagree, 5C is fun, but it also gives you access to all the colors for control. You get Blue for Draw, White for Wraith effects, Black for removal, red for Burn, and Green for Beats. Why limit yourself with "substandard spells" blue removal and Black beaters, Red Wraith in a 3 color control. (Note: Speaking with Sarcasm does not translate well in text.)
He wanted to play a 5 color brew, probably because he enjoys that kind of deck. Magic is all about self-expression and 3 color control may perfect for you but he may want to push the limit and go 5 color. (Which I love doing too.)
http://forums.mtgsalvation.com/showthread.php?t=474558