I really like UR Delver, but don't have the money for a playset of Remands, Snapcasters or Scalding Tarns (let alone a Vendillion Clique or two).
So instead, I tried putting together this deck. The idea is pretty simple - if it works. Lay down an early threat (Delver on T1 or Kiln Fiend on T2). Then protect it and swing for small amounts of damage. Then, when you have the opportunity to, swing for lethal with your aggressive spells (Brute Force, Lightning Bolt, Distortion Strike).
Any tips with a deck like this? I've been goldfishing with mixed results but I haven't started playing versus other decks yet. How would you make this more competitive?
I've been working on this for a while and just finished the list. This is my first crack at making a cube so I have a few concerns:
- In your opinion, are any colours/archetypes overpowered?
- I put in a lot of creatures because I like aggressive gameplay. However, do you think my curve is too low?
Any and all feedback would be great. I've drafted a GR aggro and a UW control deck so far.
- Braids, Cabal Minion
- Royal Assassin
- Consume the Meek
- Liliana Vess
- Magus of the Coffers
- Mind Sludge
+ Buried Ruin
+ Nether Traitor
+ Bloodghast
+ Skullclamp
+ Contamination
+ Infernal Darkness
+ Gray Merchant of Asphodel (Kokopuffs is out of budget at the moment)
Although I'm still over by 5 cards. Any ideas on where to cut?
I originally had Gray Merchant of Asphodel maindecked but removed it because the bulk of my cards were non-permanents. Do you still think I could justify having him in?
As for Braids, Cabal Minion, I was thinking of using it as a small combo with Reassembling Skeleton. I figured it would be easy to tutor up either part of the synergy.
After toying around with some mono-black generals, I think I finally found one (Drana) which I feel at home with. I've put together a list and I can't seem to be able to cut these last few cards (I need to cut 4 more). Here's the decklist, and I've outlined some of my strategy and questions below.
Win condition: Control the board in the early game with sacrifice effects and mana ramp. Play Drana, possibly protecting her with a tutored equipment, and use tons of mana to kills off creature and swing for lethal commander damage.
I'm looking for some help critiquing my deck and some suggestions for cutting cards. While writing the list out just now I realized that I should probably have some lower cost sacrifice and edict type of effects. Thoughts? There are some cards that I haven't put in my list but plan to add when I can afford them: Damnation, Vesuva and Volrath's Stronghold (off the top of my head).
I've decided to bring my curve down a bit and put in more cards that affect the whole board (instead of some of the spot removal and single target stuff). I'm still deciding whether or not I'd want to win via general damage (voltron-esque) or just straight up regular damage.
Either way, I plan to destroy, pillage and conquer.
I'm trying to build a mono-black control deck with Visara as my commander (mostly because I love the art, but also because she's great removal if I'm not going the beatdown route). I don't usually play control (aggro), so I was hoping you guys could give me some strategic tips on how to play and how to win.
The plan with this deck is to control the board for the first couple turns, then lay down threats to a hopefully empty battlefield. I've separated my cards into a few categories:
- Mass removal
- Spot removal
- Finishers
- Card advantage/draw
- Life gain/loss
- Hand disruption
- Mana accelerators
So, I guess, my first question would be if this deck looks good or if its missing stuff (I have extra cards I still need to cut). Then, I'd ask what my strategy should be, if its any different from what I outlined above.
Thanks for all the feedback guys. Based on what I've read here, I've refined my plan.
New archetypes I'd like to support:
UB Control (counter, discards, removal)
15 blue cards, 15 black cards, 5 UB cards
WRG Aggro (with enough cards to support GR, RW or WG)
25 red cards, 15 white cards, 15 green cards, 15 multicolor
UW Fliers (small and big fliers, lots of evasion, some white removal)
15 blue cards, 15 white cards, 5 UW cards
GB Midrange/Tempo (bigger threats, some removal, maybe even a few reanimate spells)
15 green cards, 15 black cards, 5 GB cards
This leaves ~20 cards in each colour open to non-archetype specific cards (I plan to fill this void with just solid limited cards and maybe some fun ones). Although, even at that, most of the cards that are "archetype" cards can be used in other archetypes. I guess I'll have to play and see.
Awesome, I'll go that route then. Any idea how many cards should be included in each colour to support my archetypes? Is there a standard at all? Like 35% of cards in any given colour should pertain to an archetype, the other portion should just be good limited cards?
I'm building a peasant cube (360 cards) and I'd like to support the following archetypes:
Reanimator
UW Control
GW Weenie Aggro
Gruul Aggro
Rakdos Midrange
However, I don't want these archetypes to be the end all "solution" to the cube. In other words, I want these archetypes to be prevalent and viable (even a little powered), however I want there to be enough good limited cards to create a strong limited deck that I didn't actually plan for.
So, is there some kind of science behind how many cards related to a certain archetype must exist in the cube to make it viable? Anyone with experience willing to help out?
It's powerful, flavourful, not crazily banned and it feels great playing them from your opening hand.
I also have a Dark Ritual collection: http://darkritual.info
So instead, I tried putting together this deck. The idea is pretty simple - if it works. Lay down an early threat (Delver on T1 or Kiln Fiend on T2). Then protect it and swing for small amounts of damage. Then, when you have the opportunity to, swing for lethal with your aggressive spells (Brute Force, Lightning Bolt, Distortion Strike).
Here's the decklist:
4 Delver of Secrets
4 Kiln Fiend
3 Young Pyromancer
3 Pestermite
Aggressive Spells
2 Brute Force
2 Distortion Strike
4 Lightning Bolt
4 Vapor Snag
2 Spell Pierce
2 Spell Snare
2 Mana Leak
Cantrips
4 Gitaxian Probe
4 Serum Visions
9 Island
3 Mountain
4 Steam Vents
4 Sulfur Falls
Any tips with a deck like this? I've been goldfishing with mixed results but I haven't started playing versus other decks yet. How would you make this more competitive?
I've been working on this for a while and just finished the list. This is my first crack at making a cube so I have a few concerns:
- In your opinion, are any colours/archetypes overpowered?
- I put in a lot of creatures because I like aggressive gameplay. However, do you think my curve is too low?
Any and all feedback would be great. I've drafted a GR aggro and a UW control deck so far.
Here's what I've done so far:
- Braids, Cabal Minion
- Royal Assassin
- Consume the Meek
- Liliana Vess
- Magus of the Coffers
- Mind Sludge
+ Buried Ruin
+ Nether Traitor
+ Bloodghast
+ Skullclamp
+ Contamination
+ Infernal Darkness
+ Gray Merchant of Asphodel (Kokopuffs is out of budget at the moment)
Although I'm still over by 5 cards. Any ideas on where to cut?
I originally had Gray Merchant of Asphodel maindecked but removed it because the bulk of my cards were non-permanents. Do you still think I could justify having him in?
As for Braids, Cabal Minion, I was thinking of using it as a small combo with Reassembling Skeleton. I figured it would be easy to tutor up either part of the synergy.
1 Drana, Kalastria Bloodchief
Creature
1 Reassembling Skeleton
1 Burnished Hart
1 Fleshbag Marauder
1 Royal Assassin
1 Braids, Cabal Minion
1 Crypt Ghast
1 Graveborn Muse
1 Mortivore
1 Bloodgift Demon
1 Magus of the Coffers
1 Helldozer
1 Massacre Wurm
1 Nirkana Revenant
Instant
1 Vampiric Tutor
1 Geth's Verdict
1 Shred Memory
1 Consume the Meek
Sorcery
1 Bubbling Muck
1 Mind Twist
1 Black Sun's Zenith
1 Chainer's Edict
1 Consume Spirit
1 Demonic Tutor
1 Disturbed Burial
1 Drain Life
1 Exsanguinate
1 Mind Shatter
1 Profane Command
1 Smallpox
1 Ashes to Ashes
1 Beseech the Queen
1 Cruel Tutor
1 Pox
1 Praetor's Grasp
1 Sadistic Sacrement
1 Yawgmoth's Will
1 Barter in Blood
1 Consuming Vapors
1 Diabolic Tutor
1 Mutilate
1 Sever the Bloodline
1 Syphon Mind
1 Mind Sludge
1 Promise of Power
1 Corrupt
1 Decree of Pain
1 Expedition Map
1 Mana Vault
1 Sol Ring
1 Lightning Greaves
1 Swiftfoot Boots
1 Extraplanar Lens
1 Oblivion Stone
1 Rings of Brighthearth
1 Lashwrithe
1 Nevinyrral's Disk
Enchantment
1 Bloodchief Ascension
1 Necropotence
1 Phyrexian Arena
1 Pestilence
Planeswalker
1 Liliana of the Dark Realms
1 Liliana Vess
1 Sorin Markov
Land
1 Cabal Coffers
1 Deserted Temple
1 Ghost Quarter
1 Mystifying Maze
1 Petrified Field
1 Reliquary Tower
1 Strip Mine
1 Thespian's Stage
32 Swamp
Win condition: Control the board in the early game with sacrifice effects and mana ramp. Play Drana, possibly protecting her with a tutored equipment, and use tons of mana to kills off creature and swing for lethal commander damage.
I'm looking for some help critiquing my deck and some suggestions for cutting cards. While writing the list out just now I realized that I should probably have some lower cost sacrifice and edict type of effects. Thoughts? There are some cards that I haven't put in my list but plan to add when I can afford them: Damnation, Vesuva and Volrath's Stronghold (off the top of my head).
Any criticism would be greatly appreciated.
I've decided to bring my curve down a bit and put in more cards that affect the whole board (instead of some of the spot removal and single target stuff). I'm still deciding whether or not I'd want to win via general damage (voltron-esque) or just straight up regular damage.
Either way, I plan to destroy, pillage and conquer.
Here's my decklist (I need to cut a few cards by the way, and CC is welcome): http://deckbox.org/sets/652756
The plan with this deck is to control the board for the first couple turns, then lay down threats to a hopefully empty battlefield. I've separated my cards into a few categories:
- Mass removal
- Spot removal
- Finishers
- Card advantage/draw
- Life gain/loss
- Hand disruption
- Mana accelerators
So, I guess, my first question would be if this deck looks good or if its missing stuff (I have extra cards I still need to cut). Then, I'd ask what my strategy should be, if its any different from what I outlined above.
Mods: sorry if this is in the wrong thread
New archetypes I'd like to support:
This leaves ~20 cards in each colour open to non-archetype specific cards (I plan to fill this void with just solid limited cards and maybe some fun ones). Although, even at that, most of the cards that are "archetype" cards can be used in other archetypes. I guess I'll have to play and see.
Reanimator
UW Control
GW Weenie Aggro
Gruul Aggro
Rakdos Midrange
However, I don't want these archetypes to be the end all "solution" to the cube. In other words, I want these archetypes to be prevalent and viable (even a little powered), however I want there to be enough good limited cards to create a strong limited deck that I didn't actually plan for.
So, is there some kind of science behind how many cards related to a certain archetype must exist in the cube to make it viable? Anyone with experience willing to help out?
Just signed up and I'm glad to be here. Been playing magic since conflux and recently starting collecting Dark Rituals.
By the way, is there a place here where collectors can post stuff? Like best places to look for leads on foreign cards or hard to find prints?
Anyways, thanks for the welcome!