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  • posted a message on Dragonlord Silumgar
    this guy is bad against aggro for the same reasons most control creatures are bad against aggro. You are often dead before your six-drops hit the board. Sower coming down on turn 4 is huge against aggro matchups.


    You and I have very different experiences with Sower against aggro decks. I'm willing to concede that you don't want a ton of 6 drops against aggro, but I've never found Sower to be that good against aggro decks. The body is virtually irrelevant, it's just a worse Control Magic. Silumgar, on the other hand, comes down later, but is more likely to actually end the game when he comes down, taking their best creature and providing a wall that 2 and 3 power creatures can't get through. Sower always feels like a bump in the road that wasted my fourth turn when I could've been playing something that actually made a difference.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [CUBE] Stratus Dancer
    Quote from asmallcat »
    This seems very, very testable although it suffers from the problem most morphs in cube do - there are so few morphs that your opponent will always know what it is.


    I'm actually considering bringing in Willbender, Voidmage Prodigy, and Stratus Dancer together. Their abilities are different enough that you can't really depend on knowing exactly what you're facing, which seems interesting to me.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Dragonlord Silumgar
    Quote from asmallcat »
    Sower is mono-colored (not gold), and costs 4 instead of 6 which is huge. This guy is worthless against aggro, unlike sower. Yes, stealing planeswalkers is great, and yes, this is probably testable, but sower it ain't.


    I'm interested in hearing more about this world where 3/5 fliers for 6 are worthless against aggro but 2/2 fliers for 4 aren't. Seems to me that Sower is going to come down earlier, then get immediately removed by almost anything, and you're going to wish you had your 4 mana back. Silumgar isn't going to win you anything if he's the first thing you do, but if you're controlling the board and then you play him, he actually stops many of their attackers (unlike sower) and is much harder to kill.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Dragonlord Silumgar
    I'm definitely testing this. I don't know what it's going in over yet. Probably Psychatog, but maybe Shadowmage Infiltrator. Tough decision.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Sidisi, Undead Vizier
    I'm pretty sure I like this card a lot. A playable Zombie is nice for some of the sweet zombie interactions that are available.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [FRF] How to classify these new FRF cards?
    Quote from calibretto »
    aaahhhhh....


    In all seriousness, with 550 cards, do you really believe that the balance of the draft will be negatively affected if you include both Soulfire Grand Master and Lightning Angel and don't also include 2 of every other wedge?
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [FRF] How to classify these new FRF cards?
    After this experiment, I added a "Multicolor" section to my cube for cards that don't strictly fit into any one color or guild. This includes things like Hybrid cards and these new offcolor activations, as well as tricolor cards. That section, so far, has been stealing numbers from my colorless cards. My cube has 465 cards (450 for a 10 player draft plus 15 cards for a Lore Seeker pack). 61 cards of each color, 9 cards of each guild (5 lands and 4 spells), and 70 cards that get split between colorless and the multicolor section.

    What I learned from the experiment I linked above was just how little an imbalance in colors actually affects the draft. As a result, I'm not trying to be perfectly balanced at the top end, which lets me just play the hybrid/wedge/shard cards that are good enough to play without forcing myself to play bad ones. I'm definitely going to slot the new green one drop into this section, and probably Soulfire Grand Master as well. Not sure about the black hellrider variant, I think he might actually just be a black card.

    I expect that by the time my Fate Reforged update is finished I'll have gone down to 60 cards of each color to buy myself 5 more cards worth of space in the multicolor section, since I have a few tricolor cards I'd like to fit in anyway.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Cube Design: A Series of Shifting Archetypes
    Thanks for the encouragement! I'm working on the next few but the holidays have gotten in the way and I'd rather release stuff slowly that's worth reading than rush.
    Posted in: Articles, Podcasts, and Guides
  • posted a message on Cube Design: A Series of Shifting Archetypes
    I recently started writing a little bit about cube, check out my second article here. It's the beginning of a series of articles about different cube archetypes.
    Posted in: Articles, Podcasts, and Guides
  • posted a message on How to support aggro with a playgroup full of control and midrange players?
    So I've got a cube I'm pretty happy with. It's got some great niche archetypes and you can draft all sorts of cool decks. Lately, though, things have been getting pretty durdly, so I doubled down on red aggro and made burn good again after years of trimming burn spells here and there. Now we pretty regularly have a mono red or close to it drafter keeping people honest.

    The problem, though, is that red is the only color I can get people to do that in. Isamaru and friends are almost always last picks. White has a lot of tokens tools, but also a lot of good aggro tools too, and I think the tools for aggro are available, although maybe I'm wrong. It's just that my playgroup prefers to play midrange. Black aggro cards only get played when someone goes into pox.

    So what to do? Keep fighting human nature and try to find ways to make people play white weenie and black aggro? Give up entirely and make the few aggro drafters we have who can't be as regular as everyone else less interested in coming? Find some way to entice people into aggro decks?

    We're a spikey bunch of legacy players, so aggro doesn't really exist in our format of choice. How can I convince people it's good here, or should I just give up?
    Posted in: The Cube Forum
  • posted a message on Recommendation for alters?
    If you look at my cube thread, I have pictures of most of my alters and labels on who did them, so you can see where I get them from. A lot are from eBay, and all of my custom work was through a guy named Ryan Peneff. You'll have to google him but he was amazing and had really reasonable prices.
    Posted in: The Cube Forum
  • posted a message on What does the ideal mono red cube deck look like?
    Over the past several years I've adjusted my cube on and off and brought in all sorts of different things for red to do that aren't just Burn. Sneak Attack, Squee, Imperial Recruiter, etc. However it got to the point that burn wasn't really draftable anymore, so in my most recent update I cut a bunch of durdly cards and brought back a lot of burn. This, coupled with a rotisserie draft we're in the middle of, has led me to wonder what the ideal cube burn deck actually looks like. If you could take any cube and put together a 40 card burn deck, what would you play? How many 1 drops would you play? How would you construct it? Lots of burn and Wheel of Fortune to burn people out, or something more along the lines of an aggro deck with lots of 1 and 2 drops?

    Consider it more of a thought exercise, I just figured knowing exactly what some ideal lists would look like might make it easier to evaluate what cards are important. I'm primarily a combo or control player in Legacy (the only other format I play), so I admit I know very little about drafting a good aggro deck.
    Posted in: The Cube Forum
  • posted a message on Prowess (Jeskai Mechanic)
    There are a lot of designs that could exist with Prowess that would be totally cubeable, that the Spells Matter deck would want. For example.

    1UU - Prowess-Eyed Selkie
    Prowess
    When Prowess-Eyed Selkie deals combat damage to a player, draw that many cards
    1/1

    Anything that triggers based on how much damage the card does and has prowess to give ita built in way to boost itself could be good. There will also possibly be something that grants Prowess to all of your creatures, like they've done with Exalted and Unearth, and that could be particularly nutty in a deck with Young Pyromancer and Talrand if the creature is appropriately costed.

    Posted in: Cube Card and Archetype Discussion
  • posted a message on Prowess (Jeskai Mechanic)
    Red is definitely at the point now where you can build your aggro section around destroying their blockers and getting in with your dudes, and having that be value. I've had two great Guttersnipe decks lately that just burned their creatures, domed for 2, then swung with guttersnipe for 2. Kiln Fiend works on the same principals.

    The key, I think, is what wtwlf said, the card has to be playable without it. W 2/1 Prowess would totally work, R 2/1 Prowess would make me the happiest of pandas. I'd probably play Welkin Tern with Prowess, although I'd have to think about it a little more.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on Prowess (Jeskai Mechanic)
    Spoiled on the mothership today

    Jeskai Elder
    1U
    Creature - Human Monk
    Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn)
    Whenever Jeskai Elder deals combat damage to a player, you may draw a card. If you do, discard a card.
    1/2

    Obviously this card by itself isn't particularly great. It's probably gonna be great in Khans limited but not cubeworthy. However I'm super excited to see the Prowess mechanic, which should go well with those cubes that play Talrand, Young Pyromancer, Guttersnipe, and Kiln Fiend. Hopefully they'll push something with the mechanic and we'll get to give the U/R guild a little more definition.
    Posted in: Cube Card and Archetype Discussion
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