I'm going to probably be taking a break from this forum for the foreseeable future, as I was trying to do a couple of pages ago. I've moved my list to Google Docs, and it's far easier to maintain one, better organized, list there.
The problem is, you don't have a very good recurring engine like you do in Constructed formats (beyond Reassembling Skeleton which requires heavy mana investment). So you can't just sac creatures whenever you feel like it. The cost on Viscera Seer is much higher here.
I actually like Bloodthrone a lot more because he can threaten lethal attacks. Obviously he also pairs really well with cards like Berserk and Rancor, which is exciting because there hasn't been much incentive to draft B/G.
Viscera Seer is fine but in the end I imagine you'll win more games in this cube off Bloodthrone.
I have 30 on each basic, 35 if you run 8-mans consistently.
The easiest way to set up a draft is to sufficiently shuffle/randomize the cube and deal out 'packs' to each player. I like 3 15-card packs for 8-mans. 4 11-card packs for 6-mans. and 5 9-card packs for 4-mans. The reason for the difference, is so that you're not seeing the same cards over and over as they go around the table.
Thanks for the support but yes it's Rakdos Keyrune. I have a feeling a combo-ish Jund deck is possible now and I wanted additional ramp/fixing. Also the 2nd best Keyrune IMO.
EDIT: I will be adding Shambling Remains as the 6th R/B slot assuming DGM doesn't turn up something better.
Overrun has actually performed terribly in the past. I had cut it a while ago because it tended to not have a huge impact unless you were in control of the game anyway. I'm giving it a second chance as I think there may be some sort of G/W tokens deck that wants the card. It's definitely on the chopping block however.
Clearing out some chafe that should have been cut a long time ago. I can't remember the last time I saw any of these cards make a deck. Want to try Thrinax again now that there are more sacrifice outlets.
I'll also mention that I'm planning to add an addition multicolor slot for all the allied guilds come the release of Dragon's Maze. The enemy guilds don't have enough options yet, but it's been tough squeezing in all the allied cards I've wanted to add with the release of the past two sets.
Mauler has been underwhelming because there is already a ton of haste in the cube. It's a fine card but not uncuttable. Guttersnipe is a fun build around, but only comes together once every 2-3 drafts. So yeah, getting the boot.
Both are a result of the new Goblin Bombardment/Blood Artist etc. package. Before anyone mentions Blind with Anger, I decided to opt for the non-two-for-one Threaten as I wanted a card that only aggro would want. I also think those decks often want to play sixteen lands and keeping fours to a minimum is crucial in order to do that successfully.
This is a great example of giving the weaker card the nod in order to encourage specific archetypes.
New cards are bolded.
Genju of the Fields --> Intangible Virtue
Caravan Escort --> Belfry Spirit
Dark Ritual --> Nantuko Husk
Goblin Patrol --> Pyreheart Wolf
Wild Dogs --> Young Wolf
Izzet Charm --> Turn // Burn
Selesnya Charm --> Enlisted Wurm
Spitemare --> Viashino Firstblade
Gerrard's Verdict --> Zealous Persecution
Cathodion --> Pierce Strider
IN:
Trostani's Summoner
Deputy of Aquittals
Spike Jester
Firespout
Far // Away
Peace Strider
I'm going to probably be taking a break from this forum for the foreseeable future, as I was trying to do a couple of pages ago. I've moved my list to Google Docs, and it's far easier to maintain one, better organized, list there.
One more day until full spoiler and I'll have lots of updates. Yeah!
Gruul War Chant - 2RG
Enchantment
Each attacking creature you control gets +1/+0 and can't be blocked except by two or more creatures.
Viscera Seer is fine but in the end I imagine you'll win more games in this cube off Bloodthrone.
The easiest way to set up a draft is to sufficiently shuffle/randomize the cube and deal out 'packs' to each player. I like 3 15-card packs for 8-mans. 4 11-card packs for 6-mans. and 5 9-card packs for 4-mans. The reason for the difference, is so that you're not seeing the same cards over and over as they go around the table.
EDIT: I will be adding Shambling Remains as the 6th R/B slot assuming DGM doesn't turn up something better.
Maul Splicer --> Overrun
Hurricane --> Brutilizer Exarch
Canker Abomination --> Korozda Guildmage
Jade Statue --> Rakdos Keyrune
Stalking Stones --> Vitu-Ghazi, the City-Tree
IN:
Sprouting Thrinax
Clearing out some chafe that should have been cut a long time ago. I can't remember the last time I saw any of these cards make a deck. Want to try Thrinax again now that there are more sacrifice outlets.
I'll also mention that I'm planning to add an addition multicolor slot for all the allied guilds come the release of Dragon's Maze. The enemy guilds don't have enough options yet, but it's been tough squeezing in all the allied cards I've wanted to add with the release of the past two sets.
Lightning Mauler --> Mark of Mutiny
Guttersnipe --> Beetleback Chief
Both are a result of the new Goblin Bombardment/Blood Artist etc. package. Before anyone mentions Blind with Anger, I decided to opt for the non-two-for-one Threaten as I wanted a card that only aggro would want. I also think those decks often want to play sixteen lands and keeping fours to a minimum is crucial in order to do that successfully.
This is a great example of giving the weaker card the nod in order to encourage specific archetypes.