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  • posted a message on Cube feedback
    Sweet, I will add those city of brass type cards, ancient tomb, Mutavault and so forth.

    There is some amount of chaff which as you pointed out is mostly to support individual tribes and also strategies. Trumpet blast and rally the peasants seem like the one ofs for those specific decks but I suppose they’re better off with more strong curve out picks. I did cut Overrun. I tried to pick up the best of white weenie stuff from every limited format for Boros in particular.

    Curse of chains I added recently specifically because hybrid cards are versatile.

    Appreciate it guys
    Posted in: The Cube Forum
  • posted a message on Cube feedback
    Awesome thank you! I will cut gold cards. The cube was at 720 but I added some artifacts, and then didn’t make any cuts.

    What are some examples of utility lands? I’ve been a stickler for uniformity, so I’d want to add them in increments of 5 or 10. I don’t see a need for expensive lands like Port, Karakus, Phyrexian Tower, Gaeas cradle, even urborg I’m reluctant about because there aren’t any other lands that match the utility. The innistrad lands don’t actually fix mana, so they seem like basically just more gold cards. I’m open to the suggestion that they bring more to the table than multicolor cards. I’m also open to the mentality that perfect uniformity isn’t necessary. I should like to add teramorphic expanse and evolving wilds but again, that would be only 2 cards out of what I would view as a set so I’d have to buffer it probably by adding more artifacts.

    I’ll add another one or two cycles of dual lands. Debating now between Temples, Pain Lands, Filter Lands and Fast Lands.

    And I will find some better 1 cost creatures to improve the curve. I’m a control, Johnny player at heart which is probably pretty obvious but I’ll try to change gears and put more aggressive support.

    Thanks again!

    Posted in: The Cube Forum
  • posted a message on Cube feedback
    http://www.cubetutor.com/viewcube/128602

    Hello! I am hoping that some of you can offer me pointers about my cube, things that are good and bad.

    My goal was to make it nuts and bolts magic, particularly beginner friendly since I live in an area with not a lot of magic players so I usually have to start from the beginning with people (no flip cards, no obscure abilities that would require a lot of explaining during a draft, no walls of text).

    I am going for good clean grindy magic, best of limited archetypes, and hoping some fun interactive gameplay shakes out.

    I assume most people will be pulled into shards and wedges.
    The archetypes as I see them are-
    Bant blink
    Bug reanimator
    Naya/Mardu blitz
    Esper Control
    Jeskai prowess
    Jund midrange
    Abzan rock
    Grixis spells
    Temur Ramp??

    It’s largely shaped around the ravnica blocks so I assume people will go into a guild with maybe a splash.

    My main concern right now is around the tribes. I have elves/zombies/goblins, which are the ones with the most support by quite a ways, and the creatures also fit well enough into general strategies. I had some human tribal, and considered spirits but at that point I started worrying the tribal theme was taking up too much space and didn’t want it to be the sole focus.


    I know some people might be thinking it’s far too many cards but I can’t help but want to include a large roster because there is a lot of sweet stuff, and I want every draft to feel different. Do I run the risk of bogging it down, will it be harder for people to “get there”?

    I ask because frankly I haven’t been able to play it much with people, it’s so hard to convince a group of strangers to play something for the first time. But I keep adding to it with the hopes that sometime it’ll click.

    Be honest, does this cube even seem fun? I’m also having trouble distinguishing what cards are even good in limited, for instance Momir Vig who I recently added, but debated between that and Sharktocrab. I love cute things but is it in the simic players best interest to just have good stuff at their disposal? I debated combing through all the evolve/adapt cards and making their strategy revolve around that, currently it’s more simply an Edric type tempo deck. Similarly with orzhov, perhaps extort and blood artist kind of nickel and dime type thing where it’s currently more just tokens and removal.

    The best I could hope for is that you look through the list and tell me what cards you feel AREN’T good in limited, I read something like Opt is just air, but I want spells matter decks, does that mean preordain or other air is bad too? Same thing goes for discard spells, but I had hoped the reanimator player could have extra outs to pitch things, is my thinking way off there? Also are most of my reanimator targets too midrangy with not enough bombs? I find myself cutting a lot of true finishers in favor of cheaper stuff with maybe a drawback besides cmc. Should I include more 7+ cards? I know it’s pretty stacked on 2 & 3 drops. But I also feel with such a vast pool, redundancy is a good thing.


    Also would be nice if you could suggest archetypes for me to built towards. Should I cut the tribal lords for more all purpose cards? I feel red might be the worst because half of it is goblin aggressive, but there’s also nonbo board wipes, and I don’t feel I have a firm grasp on what burn is the best to use.

    Oh, and if there are any cards I’m sorely missing please let me know. Cyclonic Rift and Mirari’s Wake are in the mail-

    Note, I have pretty much every good limited card at my disposal so it would be easy to switch things out. I just don’t have enough experience to make good decisions on my own.

    Any feedback is greatly appreciated. Thank you!
    Posted in: The Cube Forum
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