I feel like this guy may need a re-eval. There are just too many powerful interactions with him that straight up win the game to not consider him on power level reasons.
Just look at this list of creatures, any of which will likely win you the game if you ever untap with him.
Blinking these guys multiple times in a turn is completely bonkers.
Yes it doesn't past the vindicate test, at least until then next turn. But by the time you cast him your opponent is more likely to have used the removal already. His late game potential is quite amazing, and opens all kinds of crazy combos. He has a very high opportunity cost.
Also at a cost of 2UU he can save any creature (not paired with it) from a removal spell. That is powerful in itself.
This guy is really really surprising me. Both defense and offensive. Not being able to deal with it swinging with a sword is huge problem for the control deck.
I've seen a number of obvious synergies and some not so obvious.
If you guys want to try something fun I highly recommend it.
I played against a deck playing necro last night, Yes I won each game but without it there would never have even been a question that I would have won. 9 cards in a few turns can seal the game very quickly.
I don't think this is the case. In my 450 I only run the WB filter land (as W/B is the color pair that wants filtering more than anything else), and I don't run Urborg, and I've consistently seen Necropotence and Geralf's Messenger played in 2 and 3 color decks with success.
I'd highly recommend you just put them in (and maybe Pox too if you want to try it) and do some drafts. If they don't work out, you've really lost nothing.
In fact, in general I recommend that people just put cards in and try them. I hear people all the time talking about how something just can't be done (Can't play BBB cards, can't make Channel be fun, etc. etc.) without testing. I so often just throw weird ideas in the cube, and sometimes they work out awesome. Sometimes they fall flat on their face. I cut those cards and don't go back to them. Just give weird ideas a shot, sometimes you'll get an awesome deck.
Changing cards is part of the fun. I've been greatly surprised by cards I never thought to try initially.
I think I remember starting two separate threads that may contain some basic information that your looking for. One was for a "beginners" cube and another was a $300 cube project.
creating a 2 player cube that has duplicates is an option, but regardless I think its a mistake to go below 180 or even a bit higher say 270. I'm really not sure how you can build a smaller cube for 2 player drafting that maintains the same variance on play styles as your 10 player cube.
However, maybe that is for the best. there are a couple of things you could try including drafting fixers seperately. AKA, separate the lands from your 450 cube and draft them after you draft your winston decks. That both increases the number of real cards and helps greatly with being able to cast those cards.
I've definitly played fire with no access to blue, I think I've played ice without access to red ones or twice. Since you technically don't need the other color I think it is a reasonable clasification. Gives me more room in RU.
Cavalier is a solid creature even if your not playing both colors (primarily due to double protection. Flying is relevant offensively and First strike defensively. Its definitly a hybrid clasification.
I thought Decay was slightly better than Putrefy, but maybe it's not. Maybe Putrefy is actually better. One more mana isn't really that big of a deal.
With pulse and dead additional removal in the guild isn't crucial, this is why I value deathrite shaman somewhat above the 3rd removal spell (putrify or decay)
Funny Trolls are better trolls, I agree completely. I'm also very impressed by Decay but since the color combination already has two stelar and better removal spells I'll be including the #3 Troll #4 Deathrite Shaman #5 Abrupt decay. I think the two creatures give more dimensions to the color combination.
I really don't see a downside to upping the multicolor card count in all cube sizes (4 at 360, 5 at 450, etc) Guild mana makes the majority of these cards play just like mono-colored permanents.
Just look at this list of creatures, any of which will likely win you the game if you ever untap with him.
Blinking these guys multiple times in a turn is completely bonkers.
Yes it doesn't past the vindicate test, at least until then next turn. But by the time you cast him your opponent is more likely to have used the removal already. His late game potential is quite amazing, and opens all kinds of crazy combos. He has a very high opportunity cost.
Also at a cost of 2UU he can save any creature (not paired with it) from a removal spell. That is powerful in itself.
This guy is really really surprising me. Both defense and offensive. Not being able to deal with it swinging with a sword is huge problem for the control deck.
I've seen a number of obvious synergies and some not so obvious.
If you guys want to try something fun I highly recommend it.
Changing cards is part of the fun. I've been greatly surprised by cards I never thought to try initially.
here is the one I started a little while back:
beginners cube
However, maybe that is for the best. there are a couple of things you could try including drafting fixers seperately. AKA, separate the lands from your 450 cube and draft them after you draft your winston decks. That both increases the number of real cards and helps greatly with being able to cast those cards.
I've definitly played fire with no access to blue, I think I've played ice without access to red ones or twice. Since you technically don't need the other color I think it is a reasonable clasification. Gives me more room in RU.
Cavalier is a solid creature even if your not playing both colors (primarily due to double protection. Flying is relevant offensively and First strike defensively. Its definitly a hybrid clasification.
Cavalier is extremely solid, but other colors don't have good hybrids.
UG, BU, UW
I count Fire/Ice as Hybrid.
The dragon isn't that bad, it is somewhere in the middle ground. Hasty flyers are great.
With pulse and dead additional removal in the guild isn't crucial, this is why I value deathrite shaman somewhat above the 3rd removal spell (putrify or decay)
Funny Trolls are better trolls, I agree completely. I'm also very impressed by Decay but since the color combination already has two stelar and better removal spells I'll be including the #3 Troll #4 Deathrite Shaman #5 Abrupt decay. I think the two creatures give more dimensions to the color combination.