Deck was good. Harm's way as always creates good game experiences. Royal Assassin met up with Goldmeadow Harrier and Icy Manipulator. It's always great when you see a thing in your head and it happens in real games. Mother of Runes was possibly too good. COnsidering making a custom version that costs either 1W or costs W to activate. Pack Rat got drawn only one game in 7. And kicked Cyclonic Rift kept it from winning the game in three turns. Considering making a custom version that can't breed. Anyobo never got drawn.
This deck was pretty good. Djinn of Wishes, Dungeon Geists, and Sentinel Spider all did work. Gravecrawler wurm didn't impress. Could be replaced.
The white defense deck seemed pretty good. Got to time warp twice in a game, never 3 or 4 times. (Regrowth, Recall) Sphinx was fine but didn't particularly wow me. Trinket Mage fetching Trinkets feels right. Narcolepsy and Prey Upon felt like good beta cards. Automaton rides the line. Glad I removed deathtouch and lifelink from Wurmcoil.
This deck just needed a few more creatures. Worst deck that got drafted.
When I was going through the academy we got a chance to look through some contraband and one guy had two (what I assume to be) Edh decks proxied out on pieces of paper.
Curious: what made pieces of paper/functionally playing cards contraband?
Probably some CO thought it had something to do with gambling.
Yeah, but this set you increase the artifact section because you want to run a couple of new cards. Whenthe new Rav block comes out you increase your multicolor section by 1 card per guild. Then when the next core set comes out you increase the WUBRG sections by two each to return your cube to balance. In a few sets you notice that your tight 450 card cube has become a loose 515 card cube.
You know, you think this is funny but I'm a prison guard.
When I was going through the academy we got a chance to look through some contraband and one guy had two (what I assume to be) Edh decks proxied out on pieces of paper. Just hundred of hand written cards. I thumbed through the list. Like 30% of the cards had the wrong casting cost.
Oh I agree. If you want to play a cube with more cards because you want more variety in your drafts, go for it. But if you are just increasing the size of your cube because cuts are tough I think you need to just hunker down and make the difficult choices.
No, don't go up to 465. That is quitters talk. Just like you shouldn't play 41 cards. In cube you should just make the tough decision and cut something.
I've never liked these cards. You never want to swing with anything but an empty board with this because it dies in all combat situations and gives your opponent back the best card that was in their hand. Which mostly just made it a bad discard spell. Tidehollow scullers second point of toughness was very relevant.
The best advice I can give you is to just finish something. Even if it's not 100% perfect. It's so easy to get worried about the small details to the point where you never finish something. But if you get something out you can always edit it later.
After months of work, We finally finished the first version of my Bohemian Cube. To really appreciate this cube, you have to look at the visual spoiler. http://www.cubetutor.com/visualspoiler/58137
The goal of the Bohemian cube is to blend the modern with the old in order to create an experience that resembles the beginning years of Magic the Gathering while updating them to the sensibilities of a modern player.
Cube Size: 360 Cards
Breakdown: 50 Each Color, 30 Multicolor, 30 Duals, 10 Lands, 50 Artifacts
Standard or Theme Cube: Very Themed
Design Restrictions: Woo-boy, yes
Powered?: Yes
Vintage Legal?: No (Chaos Orb and Custom Cards)
Singleton Legal?: Yes
Color Balance?: Yes
Guild Balance?: Yes
Snow Mana Support?: No
Colorless Mana?: No
Daybreak Elemental 1WWW
Creature - Elemental
Flying
Prevent all damage that would be dealt to Daybreak Elemental
3/2
Town Crier 4WW
Creature - Human
Vigilance
When this enters the battlefield, put 3 1/1 Citizen tokens into play.
All Citizens get +1/+1 and vigilance
3/3
Cast Away W
Instant
Put target creature into its owner's library third from the top.
Custom Cards (Translated to Modern Text)
Practice Dummy 1U
Summon - Mannequin
U: Change a target of target spell or ability to Practice Dummy
0/4
Mist Elemental 3UU
Summon - Elemental
Flying
When this enters the battlefield, draw 2 cards.
2/3
Metamorph 3U
Enchantment
You may have Metamorph enter the battlefield as a copy of any artifact or creatureon the battlefield, except it's an enchantment in addition to its other types.
Nidorious Imp B
Creature - Imp
Discard a card: This gains flying until end of turn.
1/1
Hasan's Raiders 1B
Creature - Raiders
Fear
This Can't Block
2/1
Sharrer Cell 2B
Creature - Wall
Defender
When this enters the battlefield, exile target creature.
When this leaves the battlefield, return the exiled creature to the battlefield under its owner's control.
0/3
Urborg Harpy 1BB
Creature - Harpy
Flying, Deathtouch
2/2
Alchemist Duban 3BB
Creature - Human
When Alchemist Duban enters the battlefield, each opponent loses X life, where X is your devotion to lack. You gain life equal to the life lost this way.
2/4
Shadow Miscreat 4BB
Creature - Shadow
Whenever you tap a Swamp for mana, add B to your mana pool.
B: This gets +1/+1 until end of turn.
4/4
Imprecation 2BB
Sorcery
Destroy all creatures.
Dark Night of the Soul 1BB
World Enchantment
All creatures gain -1/-1.
Red Knight RR
Creature - Knight
First Strike, Haste
2/2
Children of the Fire RR
Creature - Human
Whenever a player casts a spell with converted mana cost 3 or less, Children of the Fire deals 2 damage to that player.
2/2
Rock Elemental 1RR
Creature - Elemental
At the beginning of your upkeep, reveal the top card of your library. If it's a land card, put it into your graveyard and repeat this process.
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Rock Elemental.
3/3
Surr Cyclops 3R
Creature - Cyclops
When this enters the battlefield, destroy target artifact.
3/3
Magma Elemental 3RRR
Creature - Elemental
Whenever Magma Elemental attacks, it deals 3 damage as you choose among one, two, or three target creatures, players and/or planeswlakers.
6/6
Mon's Command 1R
Sorcery
Put two 1/1 Red goblin tokens onto the battlefield.
Summoner's Call XG
Instant
Search your library for a creature card with converted mana cost X or less and put it onto the battlefield. Shuffle your library.
Enemy Cycling Lands
Land - Basic Land Type A, Basic Land Type B (TT: Add A or B.)
This enters the battlefield tapped.
Aonyobo 1WB
Legendary Creature - Spirit
Aonyobo deals 1 damage to each opponent. You gain life each to the amount of damage dealt this way.
Whenever Aonyobo attacks, blocks, or is the target of a spell or ability exile her. Return it to the battlefield under its owner's control at the beginning of the next end step.
0/1
Venamous Dagger 2
Artifact - Equipment
Equipped creature gets +1/+1 and has deathtouch.
Equip 2
Amulet of Divination 2
Artifact - Equipment
Whenever equippeed creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip 1
Athenaum 2
Artifact 1T: Exile any number of cards from your hand face down. Put that many cards from the top of your library into your hand. Then look at the exiled cards and put them on top of your library in any order.
Ring of Invsibility3
Artifact - Equipment
Equipped creature is unblockable and has shourld.
Equip 2
Tome of Ish Sah 7
Artifact
When Tome of Ish Sah enters the battlefield, destroy target permanent.
When Tome of Ish Sah is put into a graveyard from the battlefield, return Tome of Ish Sah to owner's hand.
If a mod wants to delete this, I understand. It probably belongs more so in the cube list forum. But I felt this was different enough where I might be able to get away with a post here.
I have spent a stupid amount of time on this project, and would be thrilled if you fine people could take a look. At some point I might do an article style write up of this that talks some about the design and development history of this project. But now is not that time. I still have way too much play testing to do.
Anyways, this is my Bohemian cube. A beta-themed proxy cube that attempts to blend the modern with the old in order to create an experience that resembles the beginning years of Magic while updating them to the sensibilities a modern magic player.
I'm sure there are cards that are too strong, too weak, too "modern" and too old. I'm sure not everyone will like each piece of art (which is kind of the point), and I'm sure some people will find the experience of reading old syntax with new art too confusing. But still any direct feedback you could give on your impression of this would be amazing. Especially if you find any typo's or anything incorrect about any of these cards. (Earlier today I noticed I forgot to make sure that the cycling lands etb tapped.)
Look at old list sometimes. It's amazing which cards that were 100% never going to cut cube staples that rarely if ever see play now. Ravenous Baloth, Morphling, Spiritmonger, Akroma Angel of Wrath were some of the apex cards of their respective sections.
My favorite card of all time is Stoneforge Mystic. I have done really well in legacy with it. Hell I even have a playset altered to be the ninja turtles.
1 Plateau
1 City of Brass
1 Canyon Slough
1 Isolated Chapel
1 Mox Diamond
Creatures
1 Soldier of the Pantheon
1 Carnophage
1 Doomed Traveler
1 Bloodghast
1 Red Knight
1 Black KNight
1 Blood Artist
1 Rock Elemental
1 Palladium Myr
1 Olivia Voldaren
1 Juzam Djinn
1 Lightning Bolt
1 Thoughtseize
1 Disenchant
1 Skullcrack
1 Rift Boly
1 Threaten
1 Arc Lightning
1 Wheel of Fortune
1 Sacred Mesa
1 Living Death
1 Glacial Fortress
1 Tundra
Creatures
1 Qasali Pridemage
1 Untamed Kavu
1 Troll Ascetic
1 Trinket Mage
1 Man-o'-War
1 Oracle of Mul Daya
1 Mist Elemental
1 Autamoaton
1 Sphinx of Uthuun
1 Sol Ring
1 Elixir of Immortality
1 Prey Upon
1 Mana Tithe
1 Narcolepsy
1 Fellwar Stone
1 Regrowth
1 Song of the Dryads
1 Story Circle
1 Ghostly Prison
1 Worship
1 Time Warp
1 Summoner's Call
1 Recall
1 Stroke of Genius
1 Savannah
1 Ancient Tomb
Creatures
1 Bedouin Tracker
1 Llanowar Elves
1 Birds of Paradise
1 Phantasmal Image
1 Invisible Stalker
1 Eternal Witness
1 Serendib Efreet
1 Wall of Reverence
1 Elvihs Piper
1 Metamorph
1 Dungeon Geist
1 Sentinel Spider
1 Deranged Hermit
1 Djinn of Wishes
1 Gravecrawelr Wurm
1 Sapphire Trinket
1 Swords to Plowshares
1 Explore
1 Cyclonic Rift
1 Counterspell
1 Sword of Vengeance
1 Control Magic
1 Harmonize
1 Sphinx's Revelation
1 Mother of Runes
1 Imposing Sovereign
1 White kNight
1 Knight of the Meadowgrain
1 Pack Rat
1 Perilous Myr
1 Royal Assassin
1 Knight of Twin Strikes
1 Aonyobo
1 Masticore
1 Avenging Angel
1 Serra ANgel
1 Triskelion
1 Cursed Scroll
1 Reanimate
1 Pearl Trident
1 Harm's Way
1 Pacifism
1 Chaos Orb
1 Seal of Cleansing
1 Icy Manipulator
1 Dusk Legion Dreadnought
Deck was good. Harm's way as always creates good game experiences. Royal Assassin met up with Goldmeadow Harrier and Icy Manipulator. It's always great when you see a thing in your head and it happens in real games. Mother of Runes was possibly too good. COnsidering making a custom version that costs either 1W or costs W to activate. Pack Rat got drawn only one game in 7. And kicked Cyclonic Rift kept it from winning the game in three turns. Considering making a custom version that can't breed. Anyobo never got drawn.
This deck was pretty good. Djinn of Wishes, Dungeon Geists, and Sentinel Spider all did work. Gravecrawler wurm didn't impress. Could be replaced.
The white defense deck seemed pretty good. Got to time warp twice in a game, never 3 or 4 times. (Regrowth, Recall) Sphinx was fine but didn't particularly wow me. Trinket Mage fetching Trinkets feels right. Narcolepsy and Prey Upon felt like good beta cards. Automaton rides the line. Glad I removed deathtouch and lifelink from Wurmcoil.
This deck just needed a few more creatures. Worst deck that got drafted.
Probably some CO thought it had something to do with gambling.
You know, you think this is funny but I'm a prison guard.
When I was going through the academy we got a chance to look through some contraband and one guy had two (what I assume to be) Edh decks proxied out on pieces of paper. Just hundred of hand written cards. I thumbed through the list. Like 30% of the cards had the wrong casting cost.
http://www.cubetutor.com/visualspoiler/58137
The goal of the Bohemian cube is to blend the modern with the old in order to create an experience that resembles the beginning years of Magic the Gathering while updating them to the sensibilities of a modern player.
Cube Size: 360 Cards
Breakdown: 50 Each Color, 30 Multicolor, 30 Duals, 10 Lands, 50 Artifacts
Standard or Theme Cube: Very Themed
Design Restrictions: Woo-boy, yes
Powered?: Yes
Vintage Legal?: No (Chaos Orb and Custom Cards)
Singleton Legal?: Yes
Color Balance?: Yes
Guild Balance?: Yes
Snow Mana Support?: No
Colorless Mana?: No
1 Doomed Traveler
1 Dragon Hunter
1 Goldmeadow Harrier
1 Isamaru, Hound of Konda
1 Mother of Runes
1 Soldier of the Pantheon
1 Thraben Inspector
1 Accorder Paladin
1 Imposing Sovereign
1 Knight of Meadowgrain
1 Ronom Unicorn
1 Selfless Spirit
1 Stoneforge Mystic
1 Thalia, Guardian of Thraben
1 Wall of Omens
1 White Knight
1 Preacher
1 Recruiter of the Guard
1 Thunder Spirit
1 Castle Gargoyle (Custom Card)
1 Coalition Honor Guard
1 Daybreak Elemental (Custom Card)
1 Wall of Reverence
1 Avenging Angel
1 Serra Angel
1 Town Crier (Custom Card)
1 Elesh Norn, Grand Cenobite
Instant (8)
1 Brave the Elements
1 Charge
1 Enlightened Tutor
1 Harm's Way
1 Mana Tithe
1 Cast Away (Custom card)
1 Swords to Plowshares
1 Disenchant
1 Balance
1 Armageddon
1 Cataclysm
1 Day of Judgment
Enchantment (10)
1 Land Tax
1 Pacifism
1 Seal of Cleansing
1 Ghostly Prison
1 Glorious Anthem
1 Oblivion Ring
1 Sacred Mesa
1 Story Circle
1 Angelic Destiny
1 Worship
Custom Cards (Translated to modern text)
Knight of Twin Strikes 1WW
Creature - Knight
Double Strike
2/2
Castle Gargoyle 2W
Creature - Gargoyle
Flying, exalted
2/1
Daybreak Elemental 1WWW
Creature - Elemental
Flying
Prevent all damage that would be dealt to Daybreak Elemental
3/2
Town Crier 4WW
Creature - Human
Vigilance
When this enters the battlefield, put 3 1/1 Citizen tokens into play.
All Citizens get +1/+1 and vigilance
3/3
Cast Away W
Instant
Put target creature into its owner's library third from the top.
1 Cursecatcher
1 Trickster Mage
1 Fog Bank
1 Gilded Drake
1 Invisible Stalker
1 Merfolk Looter
1 Phantasmal Image
1 Practice Dummy (Custom Card)
1 Jhessian Thief
1 Man-o'-War
1 Serendib Efreet
1 Thada Adel, Acquisitor
1 Trinket Mage
1 Wall of Frost
1 Archaeomancer
1 Dungeon Geists
1 Tradewind Rider
1 Meloku the Clouded Mirror
1 Morphling
1 Mist Elemental (Custom Card)
1 Sphinx of Uthuun
1 Stormtide Leviathan
Instant (16)
1 Brainstorm
1 Mystical Tutor
1 Counterspell
1 Cyclonic Rift
1 Hurkyl's Recall
1 Mana Leak
1 Memory Lapse
1 Negate
1 Remove Soul
1 Twincast
1 Hinder
1 Thirst for Knowledge
1 Gifts Ungiven
1 Condescend
1 Repeal
1 Stroke of Genius
1 Careful Study
1 Ponder
1 Timetwister
1 Tinker
1 Bribery
1 Time Warp
1 Upheaval
1 Recall
Enchantment (3)
1 Narcolepsy
1 Control Magic
1 Metamorph (Custom card)
Custom Cards (Translated to Modern Text)
Practice Dummy 1U
Summon - Mannequin
U: Change a target of target spell or ability to Practice Dummy
0/4
Mist Elemental 3UU
Summon - Elemental
Flying
When this enters the battlefield, draw 2 cards.
2/3
Metamorph 3U
Enchantment
You may have Metamorph enter the battlefield as a copy of any artifact or creatureon the battlefield, except it's an enchantment in addition to its other types.
1 Carnophage
1 Carrion Feeder
1 Nidorious Imp (Custom Card)
1 Viscera Seer
1 Black Knight
1 Blood Artist
1 Bloodghast
1 Dark Confidant
1 Hassan Raiders (Custom Card)
1 Pack Rat
1 Reassembling Skeleton
1 Withered Wretch
1 Hypnotic Specter
1 Khabal Ghoul
1 Sharrer Cell (Custom Card)
1 Royal Assassin
1 Urborg Harpy (Custom Card)
1 Juzam Djinn
1 Ravenous Chupacabra
1 Alchemist Duban (Custom Card)
1 Sengir Vampire
1 Shadow Miscreat (Custom Card)
1 Lord of the Void
Instant (5)
1 Dark Ritual
1 Vampiric Tutor
1 Diabolic Edict
1 Doom Blade
1 Murder
Sorcery (11)
1 Duress
1 Reanimate
1 Thoughtseize
1 Hymn to Tourach
1 Sign in Blood
1 Sinkhole
1 Smallpox
1 Imprecation (Custom Card)
1 Living Death
1 Mind Twist
1 Drain Life
1 Dead Weight
1 Animate Dead
1 Contamination
1 Dark Night of the Soul (Custom Card)
1 Phyrexian Arena
1 Recurring Nightmare
1 Underworld Dreams
1 Mark of the Vampire
1 Pestilence
1 The Abyss
Custom Cards
Nidorious Imp B
Creature - Imp
Discard a card: This gains flying until end of turn.
1/1
Hasan's Raiders 1B
Creature - Raiders
Fear
This Can't Block
2/1
Sharrer Cell 2B
Creature - Wall
Defender
When this enters the battlefield, exile target creature.
When this leaves the battlefield, return the exiled creature to the battlefield under its owner's control.
0/3
Urborg Harpy 1BB
Creature - Harpy
Flying, Deathtouch
2/2
Alchemist Duban 3BB
Creature - Human
When Alchemist Duban enters the battlefield, each opponent loses X life, where X is your devotion to lack. You gain life equal to the life lost this way.
2/4
Shadow Miscreat 4BB
Creature - Shadow
Whenever you tap a Swamp for mana, add B to your mana pool.
B: This gets +1/+1 until end of turn.
4/4
Imprecation 2BB
Sorcery
Destroy all creatures.
Dark Night of the Soul 1BB
World Enchantment
All creatures gain -1/-1.
1 Goblin Welder
1 Grim Lavamancer
1 Jackal Pup
1 Kird Ape
1 Mogg Fanatic
1 Zurgo Bellstriker
1 Red Knight (Custom Card)
1 Dragon Hatchling
1 Children of the Fire (Custom Card)
1 Firebrand Archer
1 Kiln Fiend
1 Mogg War Marshal
1 Slith Firewalker
1 Ball Lightning
1 Blood Ogre
1 Rock Elemental (Custom Card)
1 Feldon of the Third Path
1 Prodigal Pyromancer
1 Squee, Goblin Nabob
1 Zo-Zu the Punisher
1 Surr Cyclops (Custom Card)
1 Rukh Egg
1 Zealous Conscripts
1 Magma Elemental (Custom Card)
1 Shivan Dragon
Instant (9)
1 Lightning Bolt
1 Titan's Strength
1 Abrade
1 Scorch (Custom Card)
1 Magma Jet
1 Skullcrack
1 Brimstone Volley
1 Chaos Warp
1 Char
Sorcery (12)
1 Forked Bolt
1 Gamble
1 Mons's Command (Custom Card)
1 Pyroclasm
1 Arc Lightning
1 Pillage
1 Rift Bolt
1 Threaten
1 Wheel of Fortune
1 Earthquake
1 Fireball
1 Wildfire
1 Goblin Bombardment
1 Sulfuric Vortex
1 Sneak Attack
Custom Cards
Red Knight RR
Creature - Knight
First Strike, Haste
2/2
Children of the Fire RR
Creature - Human
Whenever a player casts a spell with converted mana cost 3 or less, Children of the Fire deals 2 damage to that player.
2/2
Rock Elemental 1RR
Creature - Elemental
At the beginning of your upkeep, reveal the top card of your library. If it's a land card, put it into your graveyard and repeat this process.
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Rock Elemental.
3/3
Surr Cyclops 3R
Creature - Cyclops
When this enters the battlefield, destroy target artifact.
3/3
Magma Elemental 3RRR
Creature - Elemental
Whenever Magma Elemental attacks, it deals 3 damage as you choose among one, two, or three target creatures, players and/or planeswlakers.
6/6
Mon's Command 1R
Sorcery
Put two 1/1 Red goblin tokens onto the battlefield.
1 Arbor Elf
1 Avacyn's Pilgrim
1 Birds of Paradise
1 Essence Warden
1 Llanowar Elves
1 Ulvenwald Tracker
1 Ambush Viper
1 Savage Beast (Custom Card)
1 Scavenging Ooze
1 Untamed Kavu
1 Wall of Blossoms
1 Wall of Roots
1 Werebear
1 Wild Mongrel
1 Borderland Ranger
1 Eternal Witness
1 Managorger Hydra
1 Reclamation Sage
1 Troll Ascetic
1 Master of the Wild Hunt
1 Obstinate Baloth
1 Oracle of Mul Daya
1 Deranged Hermit
1 Sentinel Spider
1 Colossal Dreadmaw
1 Gravetiller Wurm
1 Krosan Tusker
1 Thorn Elemental
1 Verdant Force
Instant (7)
1 Berserk
1 Giant Growth
1 Nature's Claim
1 Worldly Tutor
1 Moment's Peace
1 Krosan Grip
1 Summoner' Call (Custom Card)
1 Prey Upon
1 Explore
1 Rampant Growth
1 Regrowth
1 Harmonize
1 Natural Order
1 Overrun
1 Plow Under
Enchantment (5)
1 Exploration
1 Rancor
1 Wild Growth
1 Sylvan Library
1 Song of the Dryads
Custom Cards
Savage Beast GG
Beast
Trample
3/2
Summoner's Call XG
Instant
Search your library for a creature card with converted mana cost X or less and put it onto the battlefield. Shuffle your library.
1 Glacial Fortress
1 Irrigated Farmland
1 Tundra
1 Wall of Denial
1 Sphinx's Revelation
Dimir (5)
1 Drowned Catacomb
1 Fetid Pools
1 Underground Sea
1 Agony Warp
1 Psychatog
Rakdos (5)
1 Badlands
1 Canyon Slough
1 Dragonskull Summit
1 Terminate
1 Olivia Voldaren
Gruul (5)
1 Rootbound Crag
1 Sheltered Thicket
1 Taiga
1 Fires of Yavimaya
1 Bloodbraid Elf
1 Savannah
1 Scattered Groves
1 Sunpetal Grove
1 Qasali Pridemage
1 Unflinching Courage
Orzhov (5)
1 Haunted Monastery (Custom Card)
1 Isolated Chapel
1 Scrubland
1 Vindicate
1 Aonyobo (Custom Card)
Golgari (5)
1 Bayou
1 Argothian Plaguelands (Custom Card)
1 Woodland Cemetery
1 Pernicious Deed
1 Spiritmonger
Simic (5)
1 Hinterland Harbor
1 Tropical Island
1 Woodland Cataract (Custom Card)
1 Edric, Spymaster of Trest
1 Temporal Spring
1 Pyretic Seas (Custom Card)
1 Sulfur Falls
1 Volcanic Island
1 Gelectrode
1 Electrolyze
Boros (5)
1 Clifftop Retreat
1 Plateau
1 Sacred Mountain (Custom Card)
1 Lightning Helix
1 Brion Stoutarm
Custom Cards
Enemy Cycling Lands
Land - Basic Land Type A, Basic Land Type B
(TT: Add A or B.)
This enters the battlefield tapped.
Aonyobo 1WB
Legendary Creature - Spirit
Aonyobo deals 1 damage to each opponent. You gain life each to the amount of damage dealt this way.
Whenever Aonyobo attacks, blocks, or is the target of a spell or ability exile her. Return it to the battlefield under its owner's control at the beginning of the next end step.
0/1
1 Black Lotus
1 Mox Diamond
1 Black Vise
1 Bonesplitter
1 Cursed Scroll
1 Elixir of Immortality
1 Ivory Tower
1 Meekstone
1 Pearl Trinket (Custom Card)
1 Sapphire Trinket (Custom Card)
1 Jet Trinket (Custom Card)
1 Ruby Trinket (Custom Card)
1 Emerald Trinket (Custom Card)
1 Sol Ring
1 Viridian Longbow
1 Wayfarer's Bauble
1 Chaos Orb (Old school errata)
1 Fellwar Stone
1 Venamous Dagger (Custom Card)
1 Howling Mine
1 Amulet of Divination
1 Athenaum (Custom Card)
1 Sphere of the Suns
1 Crucible of Worlds
1 Crystal Ball
1 Darksteel Plate
1 Staff of Domination
1 Sword of Vengeance
1 Tangle Wire
1 Ring of Invisibility (Custom Card)
1 Icy Manipulator
1 Nevinyrral's Disk
1 Serrated Arrows
1 Dusk Legion Dreadnought
1 Lich's Mirror
1 Mindslaver
1 Staff of Nin
1 Tome of Ish Sah (Custom Card)
Creature (11)
1 Perilous Myr
1 Filigree Familiar
1 Palladium Myr
1 Juggernaut
1 Masticore
1 Solemn Simulacrum
1 Su-Chi
1 Stuffy Doll
1 Duplicant
1 Triskelion
1 Automaton (Custom Card)
1 Ancient Tomb
1 Ash Barrens
1 City of Brass
1 Evolving Wilds
1 Library of Alexandria
1 Maze of Ith
1 Mishra's Factory
1 Strip Mine
1 Wasteland
1 Zhalfirin Void
Custom Cards
Custom Card
Trinket 1
Artifact
T: Add A.
Venamous Dagger 2
Artifact - Equipment
Equipped creature gets +1/+1 and has deathtouch.
Equip 2
Amulet of Divination 2
Artifact - Equipment
Whenever equippeed creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip 1
Athenaum 2
Artifact
1 T: Exile any number of cards from your hand face down. Put that many cards from the top of your library into your hand. Then look at the exiled cards and put them on top of your library in any order.
Ring of Invsibility3
Artifact - Equipment
Equipped creature is unblockable and has shourld.
Equip 2
Tome of Ish Sah 7
Artifact
When Tome of Ish Sah enters the battlefield, destroy target permanent.
When Tome of Ish Sah is put into a graveyard from the battlefield, return Tome of Ish Sah to owner's hand.
Automaton 6
Creature - Golem
Whenever Automaton dies, creature two 3/3 colorless Automat artifact creature tokens.
6/6
http://www.cubetutor.com/visualspoiler/58137
I have spent a stupid amount of time on this project, and would be thrilled if you fine people could take a look. At some point I might do an article style write up of this that talks some about the design and development history of this project. But now is not that time. I still have way too much play testing to do.
Anyways, this is my Bohemian cube. A beta-themed proxy cube that attempts to blend the modern with the old in order to create an experience that resembles the beginning years of Magic while updating them to the sensibilities a modern magic player.
I'm sure there are cards that are too strong, too weak, too "modern" and too old. I'm sure not everyone will like each piece of art (which is kind of the point), and I'm sure some people will find the experience of reading old syntax with new art too confusing. But still any direct feedback you could give on your impression of this would be amazing. Especially if you find any typo's or anything incorrect about any of these cards. (Earlier today I noticed I forgot to make sure that the cycling lands etb tapped.)