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  • posted a message on This or That discussion.
    I like Stone Idol more.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [ELD][CUBE] Kenrith, the Returned King
    The haste/trample clause makes it play more like a Thundermaw than a Baneslayer, but it's relegated to decks that can produce a lot of mana and at least 3 or 4 colors. It's on the chopping block, but it's a fun card that's powerful in the right decks.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on This or That discussion.
    I would cut Drana from those three I think.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [ELD][CUBE] Kenrith, the Returned King
    Card is a super solid finisher for multicolor control decks. Not broken, but absolutely playable even in higher powered environments if multicolor midrange and control decks get played by your drafters. But the card is far from a necessary include.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [ORI][Cube] Pia and Kiran Nalaar
    I still find a lot of decks where Pia's a high performer, like shells that want tokens, can abuse etb triggers, artifact-centric shells or those that can upgrade thopters. But if none of those cases apply, she's pretty fair to play in your generic goodstuff shells.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[SCD]] City of Traitors
    I prefer Ancient Tomb if you only have room for one of the two effects, but it's still a powerful land if you're looking for more ways to drop early 4-drops. In the era of powerful 3-5mv initiative and monarch cards, I think there's more justification for City now than there has been in the past.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on This or That discussion.
    Unexpectedly Absent, and by a lot, IMO. Soul Partition did not play well for us at all, and Absent has been consistently great. I don't want to be playing a card disadvantage removal spell that can't even permanently remove the card I'm targeting.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [REX][CUBE] Spitting Dilophosaurus
    In decks that win by attacking with creatures, yes. In creature-based combo and control, no.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [[MCD]] Brainstorm, Ponder, Preordain
    Brainstorm is a fantastic cube card, IMHO. Few cards can do so much to sculpt the landscape of your hand for a single mana.

    Sleight of Hand is also a good card though, so I would run that too.

    But this thread is about Brainstone. That one I'm not so high on.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [REX][CUBE] Spitting Dilophosaurus
    I don't agree with that assessment :p
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [REX][CUBE] Spitting Dilophosaurus
    This card is awesome. The blocking disruption is great, the repeatable -1/-1 counter engine is great, and it has a huge impact on the games it resolved in. Feels like a Liliana, the Last Hope that can attack, lol.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on This or That discussion.
    Typhoon has performed better than Seedshark for me in the vast majority of cases. Seedshark is currently riding the bench in my cube.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on This or That discussion.
    I like Typhoon the most out of those three.
    Posted in: Cube Card and Archetype Discussion
  • posted a message on [540][Powered] wtwlf123's Cube
    Here's a crosspost from my CubeCobra blog that discusses my thoughts on the increase to 630:

    ..........

    For those that have been following my content for years, you know that big shakeups in my cube are not something I’m afraid to do. I’ve run every size from 360 to 720, and have experimented with a lot of different archetypes and structural arrangements. I aim to find the best environment I can cultivate for my playgroup, regardless of what that takes to achieve.

    In recent months, I had been observing a few things while drafting my cube that I wasn’t 100% happy with, but was unsure of how to go about solving the issues. Overall, the list still played great, and didn’t require any major changes to run smoothly, but I wanted to run some thought exercises to see if I could make some adjustments and see if it would improve gameplay overall.

    The issues:

    1. I wanted to reduce the density of 3+ color cards and 3+ color mana fixing. Decks were often deep into 3 or more colors, and it didn’t take much discipline to draft functional manabases to make them work. I want those decks to be draftable and competitive, but I want it to require effort to assemble them. But I really like the tri-lands and the 3+ color cards in the cube, and didn’t want to remove them.

    2. I wanted to increase the concentration of mono-colored and colorless cards by percentage without sacrificing the suite of guild cards I had in the cube.

    3. I wanted to reduce the density of mana rocks without sacrificing the infrastructure I had built around them. Basically, playing with both Signets and Talisman felt like too much at 540, but only running one of the two cycles didn’t feel like enough. The big rocks used for super-ramp, upheaval and wildfire shells are great in those decks, but were representing too much of the pool.

    The solution that jumped out was an increase in size. By moving the cube to 630, I could keep my guild and multicolor infrastructure together, but by adding in mostly monocolored and colorless cards, and no additional 3+ color identity cards, I could keep the multicolored cards I wanted to play and decrease their density at the same time. By adding in only one more cycle of fixing lands, I could bolster the support for 2-color decks without adding to the fixing density for 4+ color control. Additionally, the includes could be free of additional mana rocks, allowing me to keep in the suite of cards I wanted to run but reduce the frequency in which they take up real estate in my packs. 


    Additional benefits showed up when I explored the size increase as well. I was gifted the real estate to re-include archetypes like lands and storm, which I couldn’t find room for before. It gave me the flexibility to include a few more powerful guild cards and another suite of guild fixing without tinkering with the suite of 3+ color cards. It provided me the room to smooth out the curve in various places that had become compressed due to the powerlevels of cards in given spots.

    Overall, it’s been playing well at 630 and I’m enjoying the feel of the cube. Mana rocks are available, but not in a dominating density. Mana fixing is better for 2-color decks and decks that are splashing, and building 4+ color goodstuff/control is still viable (but now takes appropriate effort). I hope it has been playing well for those folks that closely follow my list too, and I’m always taking feedback.

    As always, cheers, and happy cubing!
    Posted in: Cube Lists
  • posted a message on [540][Powered] wtwlf123's Cube
    I have not gotten around to it yet, but I still plan on doing so.
    Posted in: Cube Lists
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