I don't cube it, but it seems to me that Ghostly Flicker with one of the targets being the Arcane Savant and the other being anything with an ETB trigger seems beyond bonkers
I think for me to even consider this card it would have had to have read:
You may play an additional land during each of your turns.
RG or Return a land you control to its owner's hand: Target creature gains haste and trample until end of turn.
4/4
Amazing card. I'm probably going to have to break and put flip cards in. I could handle Jace, and was grumpy about Liliana, but this one is just too much to not include. Plus for what it is worth, he enters play as a human which is always good
Specifically for power level no. However there are powerful cards which I don't run for other reasons in my powered 720.
No double sided cards - Not everybody who plays my cube always knows what the flip side of cards do, and taking them out of a sleeve was time consuming and a pain, so I've opted to not run them
Combo only cards - I used to run Kiki, Pestermite and friends, but in a 720 cube knowing that your other combo pieces may not ever show up made them low picks. I did keep Kiki himself in for a while, and people did still combo with him and zealous conscripts because it was good enough on it's own and Kiki was fun. eventually though Kiki got cut because of the triple red. This is the same reason I don't run time vault combo
Mishra's Workshop - With a larger cube the concentration or artifacts in my cube is lower than a powered 360 or 450, so more often than not the workshop is a dead card
Tabernacle at Pendrell Vale - I like this card if it is in a deck where its ability helps you win, but I found more often it was just used to in such a way it did not help win, just really slowed down the game
Shaharazad - prolongs the game without accomplishing much.
Hero/conspiracy cards - I have a set of these, and the numbers work out great. I have been wanting to play with them, but when I do I'll be adding a 16th card to each pack rather than integrating them with my 720.
Silver boarder cards - Not for power, I just don't see the need or desire to do so.
On CubeTutor go to community and click search. Just fill in the size (I tried 360-361 as I'm not sure if 360-360 works) and put includes card as Black Lotus. That should give you a list of 360 powered cubes to take a look at
I think there is a bit of an assumption that powerful cards equate to one sided non-interactive games. I've had my cube for many years now and I can recall on 1 match which was completely dominated by a one sided play. That is not to say that there have not been blow outs but they don't happen in 2 turns (not including when people are mana screwed which would happen in any format). I thought by throwing just powerful cards together that I'd have a fun experience. As it was we had a mess of cards which was actually pretty crappy to play with. Probably around 4 years ago I(maybe more I guess) did a major overhaul, and started focusing on archetypes not cards. Along with that came insuring there were appropriate answers to playable decks in the cube. The amount of artifact destruction when up, and cards that were powerful in a bubble but not in the context of what the colors were pushed to support disappeared. Cubing with my cube became way more fun and my playgroup was very happy with the changes. People drafted decks as opposed to drafting cards. The power was all still there, but there was now balance throughout.
Just because someone runs powerful cards, doesn't mean they don't want a balanced play experience. If they just wanted the most power cards ever printed, you would not see an arbor elf in a power 360 list but you do. If anything powered cubes need to be more balanced in their card choices. If one player has strong cards, someone should have access to strong answers to those cards.
It is also really hard to place arbitrary power limits. The only cards I don't run are double sided cards (not because of power level, just because it is awkward if I have someone playing who wants to know what the whole card does). I also don't play with conspiracies although I may if I can figure out what to take out to put them in. True Name Nemesis is a card which many people said was too powerful for cube. It was evasive and very hard to get rid of once it hit the table. If True Name Nemesis comes out on turn 3, and is answered by a Master of the Feast and the 2 of them race the Master of the Feast will out race the True Name Nemesis handily. However nobody complains that Master of the Feast is overpowered. Yes it has a drawback, but the drawback may not even matter. And it doesn’t have the protection, but again the protection only matters if they have an answer in hand. True Name Nemesis could also be answered by a Day of Judgement on Turn 4 just as easily. Basically what I’m getting at is if every player has access to strong cards to support their decks, and answers to their opponent’s threats available during the draft you should have a good groundwork set for a balanced game. After that is just takes time to tweek things as you play your cube
Note: Building with fixed limitations such as no rares is not an arbitrary power limit. It is a fixed limitation which is imposed but not based off of power level. You are still building a balanced powerful environment with all the cards available to you; you just have a smaller pool to draw from. The same would be true for someone with a modern frame cube, or a 1994 cube. You will still strive to make a balanced environment across the board but you shouldn’t to pick and choose based off of personal judgement on the power of an individual card.
Feel free to take a look over my list at cubetutor. It is up to date as for M15 and is 720 powered. I have a few pet cards in there but it is all pretty much geared to building certain types of decks. Feel free to ask anything about cards and why they are included
I use resealable team bags (the same you would get at a card store if you are buying multiple cards and they bag them for you) - with an un-sleeved basic land to cover up the one card that shows. I usually get 2-5 uses out of them each before the sticky part becomes unusuable
If you had either of the abyss effects (creature or enchantment) and Braids/smokestack on the table could you "sac" an existing creature to both at the same time?
Put the abyss trigger on the stack - target creature
but the smokestack trigger on the stack - sac creature
Abyss trigger tries to resolve but the target is no longer there so the ability is countered for the turn
throwing another creature into the mix of Blastoderm, Polukranos, Goliath, Iwamori, wher eyou would throw in Obstinate Baloth" target="blank">Obstinate Baloth?
I've seen a lot of references scattered through some SCD threads regarding the Fires Archetype, but no MCD. If one does exist could one of the mods merge this in with that please?
So as I understand it the purpose would be to ramp into creatures with haste (generally provided by another card). Generally this is a RG mechanic by that nature.
Below are a list of the cards I've seen talked about as enablers
I'm curious to hear what people have to say about this. Currently the main archetype supported by my cube in these colors is wildfire, however this is rather unpopular here for 2 reasons: 1) in a 720 cube there just are not enough wildfires to make a deck with consistently and 2) people end up drafting wildfire as a card to fit in their deck rather then as a build around card and it sits in sideboards (although is some 2HG games it has been super fun).
I like what I see here with Fires because it looks to have a critical mass of cards so a 720 cube can support it, and even if you don't get enough cards to completely focus your deck around it you can still get value out of those cards (maybe not all the time but at least some).
What are people's thoughts? are there other cards which would directly work in these decks that would not already be there?
This is probably a good place to start looking: http://forums.mtgsalvation.com/showthread.php?t=429441&highlight=dual Generally the most common cycles of lands would be: ABU lands Shock lands Fetch lands After that it gets a little less definitive with people usually using some of these cycles or mixing and matching based off what they support in their cubes: M10/Inn lands Worldwake Man lands Bounce lands
Filter lands Pain lands Scars lands Plus some one offs like [CARD] Horizon Canopy
[/CARD] If you are strapped for cash and just looking for 2 cycles I'd look at shock lands (they probably will never be cheaper than they are right now) and the M10/INN lands, but the manlands are very good and inexpensive as well.
You may play an additional land during each of your turns.
RG or Return a land you control to its owner's hand: Target creature gains haste and trample until end of turn.
4/4
No double sided cards - Not everybody who plays my cube always knows what the flip side of cards do, and taking them out of a sleeve was time consuming and a pain, so I've opted to not run them
Combo only cards - I used to run Kiki, Pestermite and friends, but in a 720 cube knowing that your other combo pieces may not ever show up made them low picks. I did keep Kiki himself in for a while, and people did still combo with him and zealous conscripts because it was good enough on it's own and Kiki was fun. eventually though Kiki got cut because of the triple red. This is the same reason I don't run time vault combo
Mishra's Workshop - With a larger cube the concentration or artifacts in my cube is lower than a powered 360 or 450, so more often than not the workshop is a dead card
Tabernacle at Pendrell Vale - I like this card if it is in a deck where its ability helps you win, but I found more often it was just used to in such a way it did not help win, just really slowed down the game
Shaharazad - prolongs the game without accomplishing much.
Hero/conspiracy cards - I have a set of these, and the numbers work out great. I have been wanting to play with them, but when I do I'll be adding a 16th card to each pack rather than integrating them with my 720.
Silver boarder cards - Not for power, I just don't see the need or desire to do so.
Just because someone runs powerful cards, doesn't mean they don't want a balanced play experience. If they just wanted the most power cards ever printed, you would not see an arbor elf in a power 360 list but you do. If anything powered cubes need to be more balanced in their card choices. If one player has strong cards, someone should have access to strong answers to those cards.
It is also really hard to place arbitrary power limits. The only cards I don't run are double sided cards (not because of power level, just because it is awkward if I have someone playing who wants to know what the whole card does). I also don't play with conspiracies although I may if I can figure out what to take out to put them in. True Name Nemesis is a card which many people said was too powerful for cube. It was evasive and very hard to get rid of once it hit the table. If True Name Nemesis comes out on turn 3, and is answered by a Master of the Feast and the 2 of them race the Master of the Feast will out race the True Name Nemesis handily. However nobody complains that Master of the Feast is overpowered. Yes it has a drawback, but the drawback may not even matter. And it doesn’t have the protection, but again the protection only matters if they have an answer in hand. True Name Nemesis could also be answered by a Day of Judgement on Turn 4 just as easily. Basically what I’m getting at is if every player has access to strong cards to support their decks, and answers to their opponent’s threats available during the draft you should have a good groundwork set for a balanced game. After that is just takes time to tweek things as you play your cube
Note: Building with fixed limitations such as no rares is not an arbitrary power limit. It is a fixed limitation which is imposed but not based off of power level. You are still building a balanced powerful environment with all the cards available to you; you just have a smaller pool to draw from. The same would be true for someone with a modern frame cube, or a 1994 cube. You will still strive to make a balanced environment across the board but you shouldn’t to pick and choose based off of personal judgement on the power of an individual card.
http://cubetutor.com/home/58
Put the abyss trigger on the stack - target creature
but the smokestack trigger on the stack - sac creature
Abyss trigger tries to resolve but the target is no longer there so the ability is countered for the turn
I use ICE cards for my ABU Dual lands and my P9 cards. Not planning on opening a debate of if they are or not, just leaving it at that.
I did have a lot of substandard cards in when i started which got upgraded over time.
Now I generally view non-foil cards as proxies until i can get the foil version
I've seen a lot of references scattered through some SCD threads regarding the Fires Archetype, but no MCD. If one does exist could one of the mods merge this in with that please?
So as I understand it the purpose would be to ramp into creatures with haste (generally provided by another card). Generally this is a RG mechanic by that nature.
Below are a list of the cards I've seen talked about as enablers
Fires of Yavimaya
Hammer of Purphoros
Sarkhan Vol
Swiftfoot Boots
Lightning Greaves
Lightning Mauler
Anger
Ogre Battledriver
For those who have/are using this archetype in their cubes, what are your thoughts about:
Concordant Crossroads
Mass Hysteria
Emblem of the Warmind
Fervor
Urabrask the Hidden
I'm curious to hear what people have to say about this. Currently the main archetype supported by my cube in these colors is wildfire, however this is rather unpopular here for 2 reasons: 1) in a 720 cube there just are not enough wildfires to make a deck with consistently and 2) people end up drafting wildfire as a card to fit in their deck rather then as a build around card and it sits in sideboards (although is some 2HG games it has been super fun).
I like what I see here with Fires because it looks to have a critical mass of cards so a 720 cube can support it, and even if you don't get enough cards to completely focus your deck around it you can still get value out of those cards (maybe not all the time but at least some).
What are people's thoughts? are there other cards which would directly work in these decks that would not already be there?
I'd love a black World Queller as well
http://forums.mtgsalvation.com/showthread.php?t=429441&highlight=dual
Generally the most common cycles of lands would be:
ABU lands
Shock lands
Fetch lands
After that it gets a little less definitive with people usually using some of these cycles or mixing and matching based off what they support in their cubes:
M10/Inn lands
Worldwake Man lands
Bounce lands
Filter lands
Pain lands
Scars lands
Plus some one offs like [CARD]
Horizon Canopy
[/CARD]
If you are strapped for cash and just looking for 2 cycles I'd look at shock lands (they probably will never be cheaper than they are right now) and the M10/INN lands, but the manlands are very good and inexpensive as well.