Yeah, that was probably me. I'm trying it with most of those changes now. Haven't played the foulbloods yet but they seem good. Less backwoods is working out since they used to clog hand too much at 4. The real stars are the 1 and 2 drop creatures. I'm on commune now with the enchantments. It's been the same so far really. I think more enchantments out of the board might matter some. But it makes it so there's few instants in the deck which has messed up delirium. Also trying a crippling fatigue in place of chainer's because it takes a while to get to 7.
Been having a lot of fun with this today. The threshold + delirium creatures mean the deck is pure fatties. It's pretty common to hit delirium second or third turn and threshold soon after.
I tried with gurmag but delve and threshold conflict sometimes. Could maybe fit 1 or 2 in, but I've had them sit in hand and wished it was a backwoods survivalists. Usually the opponent is staring down a 3/3, 3/4, 4/4, and 5/4 pretty quick. Moldgraf and satyr help block in the early game but I'm getting run over most of the time (friggin squadron hawks ^^'). Not sure what's best to sure it up. Considering commune with the gods over grisly salvage, but sometimes you want a land. However, that would let me ease up on the black mana because you usually want double green early.
I was thinking about putting together a couple block-based cubes on the cheap. I've never really cubed. Here's what I have so far. It's really just a pile of top draft picks. Does is look horrible (not the good kind of horrible)? How are the curves, creature/noncreature balance? Is it total unfun garbage?
White looks off to me. Does blue curve way too high/too many emerge creatures? Are there enough madness enablers? Does midnight scavengers need graf rats? Enough black 2-drops? Right amount of removal? Too many creatures in green? Not enough colorless? No mana fixing?
Should it not be singleton to enable more synergy? Need rares?
// 20 Creature
4 Moldgraf Scavenger
4 Nimble Mongoose
4 Werebear
2 Satyr Wayfinder
2 Backwoods Survivalists
1 Gurmag Angler
3 Thraben Foulbloods
// 6 Enchantment
1 Dead Weight
4 Vessel of Nascency
1 Seal of Doom
// 4 Instant
1 Pulse of Murasa
3 Ghastly Demise
6 Forest
4 Swamp
3 Tree of Tales
3 Vault of Whispers
4 Ash Barrens
1 Mortuary Mire
1 Evolving Wilds
// 8 Sorcery
3 Chainer's Edict
4 Commune with the Gods
1 Crippling Fatigue
1 Nihil Spellbomb
1 Quiet Disrepair
1 Seal of Primordium
1 Spidersilk Armor
1 Font of Return
1 Contaminated Ground
2 Echoing Decay
1 Ancient Grudge
1 Moment's Peace
3 Choking Sands
2 Shrivel
Here's what I have so far.
// 1 Artifact
1 Executioner's Capsule
// 19 Creature
4 Moldgraf Scavenger
4 Nimble Mongoose
4 Werebear
3 Satyr Wayfinder
4 Backwoods Survivalists
// 7 Enchantment
2 Dead Weight
4 Vessel of Nascency
1 Font of Return
// 8 Instant
1 Doom Blade
4 Grisly Salvage
2 Pulse of Murasa
1 Echoing Decay
1 Barren Moor
3 Evolving Wilds
4 Forest
3 Swamp
3 Terramorphic Expanse
1 Tranquil Thicket
3 Tree of Tales
3 Vault of Whispers
// 4 Sorcery
4 Chainer's Edict
2 Nihil Spellbomb
1 Quiet Disrepair
1 Seal of Primordium
2 Echoing Decay
1 Ancient Grudge
1 Moment's Peace
1 Gnaw to the Bone
4 Choking Sands
2 Shrivel
I tried with gurmag but delve and threshold conflict sometimes. Could maybe fit 1 or 2 in, but I've had them sit in hand and wished it was a backwoods survivalists. Usually the opponent is staring down a 3/3, 3/4, 4/4, and 5/4 pretty quick. Moldgraf and satyr help block in the early game but I'm getting run over most of the time (friggin squadron hawks ^^'). Not sure what's best to sure it up. Considering commune with the gods over grisly salvage, but sometimes you want a land. However, that would let me ease up on the black mana because you usually want double green early.
Thoughts on this?
http://www.cubetutor.com/viewcube/75438
Cards left out due to cost: duskwatch recruiter, blessed alliance, incendiary flow, lightning axe, thraben inspector (they increase the cost of the cube by almost 50% lol)
White looks off to me. Does blue curve way too high/too many emerge creatures? Are there enough madness enablers? Does midnight scavengers need graf rats? Enough black 2-drops? Right amount of removal? Too many creatures in green? Not enough colorless? No mana fixing?
Should it not be singleton to enable more synergy? Need rares?
ty for help
4 Erebos, God of the Dead
Creatures 16
2 Reassmbling Skeleton
3 Fleshbag Marauder
3 Merciless Executioner
4 Crypt Ghast
5 Magus of the Coffers
5 Shriekmaw
5 Gray Merchant of Asphodel
5 Bloodgift Demon
5 Drana, Kalastria Bloodchief
6 Reaper from the Abyss
6 Twisted Abomination
7 Butcher of Malakir
7 Overseer of the Damned
7 Sepulchral Primordial
8 Reiver Demon
8 Pestilence Demon
Recursion 11
3 Victimize
4 Whip of Erebos
4 Nim Deathmantle
5 Rescue from the Underworld
5 Infernal Offering
5 Tempt with Immortality
5 Living Death
7 Grave Betrayal
9 Rise of the Dark Realms
0 Wake the Dead
Removal 10
2 Victim of Night
4 Snuff Out
0 Consume Spirit
4 Mutilate
7 Necromantic Selection
9 Plague Wind
0 Black Sun's Zenith
4 Grave Pact
5 Dictate of Erebos
7 Scour from Existence
Card Advantage 4
3 Beseech the Queen
4 Diabolic Tutor
5 Increasing Ambition
3 Phyrexian Arena
Other 11
3 Buried Alive
3 Strata Scythe
4 Lashwrithe
4 Nightmare Lash
6 Enslave
8 Worst Fears
5 Promise of Power
0 Death Cloud
0 Exsanguinate
0 Profane Command
Mana 48
1 Dark Ritual
2 Mind Stone
2 Charcoal Diamond
3 Basalt Monolith
3 Commander's Sphere
3 Darksteel Ingot
3 Phyrexian Totem
3 Worn Powerstone
3 Spectral Searchlight
3 Unstable Obelisk
4 Hedron Archive
0 Bojuka Bog
0 Tectonic Edge
0 Shizo, Death's Storehouse
0 Blighted Fen
0 Barren Moor