First of all, thanks for your thoughts, I've added the deck to Eidolon's stats thread and did some comparisons towards the end of deck-building.
I made a decision fairly early on to exclude shadow as a keyword. I preferred the knight-style 2 drops more than the shadow ones so it made me think of shadow as unblockable, cause I generally forget they can't block non-shadow, not that aggro decks are likely concerned with blocking.
If I expand the aggro support for white I'd prolly bring in the 2-drops along with the Soltari Champion.
I was aware that I'd missed out a lot of the powerful non-basic lands, I just kinda ran out of room for them. I could probably trim some of the bigger mana stones to make room.
Do you think the Vivid cycle is necessary or will it promote control too much?
Average Draft: Few drafts a week as 2-player drafts, we generally use the pancake drafting format right now. We used to play tenchester but it was starting to get stale as with only 2 players you can just choose what to draft and get a good version of it 95% of the time.
Cube CMC: 2.58
White has been designed to play across all roles, it has a focus on cheap aggressive creatures balanced out by a lot of powerful control spells.
Blue has a lot of powerful control cards for the colour's main focus. There is a fair number of EtB creatures which help support U/X tempo decks backed up by the relevant guild sections. Finally, blue plays as the cube's main support colour for the artifact deck.
Black is similar to white in that is can play across several archetypes. It has a good number of low cost aggressive creatures backed up by cheap removal and discard effects for agrro, some powerful spells for control as well as both Pox and Reanimator packages.
Unsurprisingly red is the main aggro colour in my cube with lots of cheap aggressive creature and burn spells. Additionally, it has support for more controlling decks thanks to several cheap sweepers, split damage spells and three Wildfire effect at the top end.
I'm currently experimenting with a few variant rules. The main one is that after drafting the cube we draft the utility lands separately. Plan is to Rotisserie draft the lands in the rare occasion I get a proper draft. Given our main format is 2-player pancake drafting the lands is a bit complicated to describe but in effect we see 30 of the 39 cards and each get 5 lands from the list to add to our decks.
Thanks guys. Those were cuts which I kinda knew the answer to but the cards to cut are kinda pet cards, which I guess there isn't often room for at 360.
Regarding power, I am proxying, but since the power are all artifacts or blue doesn't it skew things a bit?
Been working on some pretty big edits, could almost be classed as a rebuild. Decided to support artifact decks more so blue gets Tinker type stuff and the artifacts help support black Stax and red Wildfire decks.
In doing so I'm considering adding power to the cube as the fast mana will really help the artifact decks and help make the cube games much more distinct and memorable. I'll prolly not add all 9 pieces, Lotus, Mox and maybe one of blue's 3 pieces (which would people reccomend?).
The other debate is my lands, I'm currently running 7 cards per guild (see spoiler below for list). I'm thinking of upgrading the lands to the ABU duels, shocks and fetches but I really like the man-lands and at that point they have some strong competition.
What are people's experience with the manlands? Do you think they fit in this list?
The list I'm working with also has all 5 vivids along with Reflecting Pool, City of Brass, Mirrodin's Core, Thawing Glaciers and Grand Coliseum for 40 total colour fixing lands. Compared to other 360 lists that's above average as most seem to run 30 guild and maybe 3 of the 5cc lands.
Thanks for any advice, the mana base is starting to make me go cross-eyed.
I'm kinda surprised to not see Kessig Wolf Run anywhere on this page. Is it just bad in cube? My thinking is it would provide a nice bit of reach and a mana sink for green's ramp.
Didn't Gaka make a Storm deck with Squire and Storm Crow as the actual wincons?
Pretty sure he did but I can't find it in the archive.
I built it on cockatrice and it's insane, only played it once because it took me over an hour to win on turn 4 or 5, My opponent got a rather agressive hand and waiting any longer for Ad Nauseam would have put my life too low.
That's not bad, was wondering how many of those changes were less than optimal, the Stronghold/Helix was basically a coin flip.
What's your opinion on my black section? It originally had more aggro cards with a bunch of the 2/x 1 drops, but then I decided to make it more controlling and try for a staxy theme. Is there anything that looks really out of place or missing given that theme? I've never actually played a stax deck so i'm a bit unsure of it.
I'll see how things go with the lands, if I keep everything in cycles then I should be able to see if they work or not in certain colour combinations. Start with everything as equal as possible then adjust things to fit.
Right... I was afraid of that. Gonna have to make some tough cuts I think as I need to free up around 16 Slots. Cutting one card from every section would give me that. Might cut more from colourless as the utility section is pretty big and I should be able to trim it.
I'm not an aggro player by nature so I get a bit confused when building those sections. Lands that are good for aggro would be ones that dont enter tapped, without investing in shocks and fetches, the 10th Ed pain lands and the Scars-block lands should be good right?
I'll prolly add the Zendikar man-lands as I really like them but ran out of slots originally.
Thanks for the advice.
Edit: I've trimmed 1 from each colour and guild and 5 colourless, which let me add 20 more land, Couldn't think of an enemy colour cycle to use other than the Ravnica bounce-lands or the Innistrad check-lands and I have the former already. Hopefully this should work out ok?
Also altered Green a bit to be more ramp focussed, basically by cutting all the Self-pump 1 drops and a few other mid-range cards.
Oh! Good point, I removed most/all the aggro from green but didnt change the ratings.
Yeah I'll prolly just remove the ratings as when I try to classify cards I end up getting a bit confused due to the over-lap of mid-range with the other two.
One thing I'm not sure about is if I'm running sufficient mana-fixing lands, I had a quick check through the forums and I saw a lot that were running all 10 duals/shock/fetches and some additional 5 colour lands. Will only running 20 lands make a big impact?
I toyed about at designing a peasant cube about a year ago, played it a few times with a friend via tappedout.net and it was fun (cube always is) but a bit durdley. Last week I came across a few articles on here about cube theory and it inspired me to try again with a standard cube build.
Here's the first draft, I'm aware I'm running some pet cards over some staples but I have to make some concessions to budget and my existing collection. At least for the time being.
Thanks to wtwlf123 for writing the article I read, also hope you don't mind, I "quoted" your cube list to help with the formatting.
Basic Info
Cube Size: 360 Cards
Breakdown: 50 Each Color, 50 Colorless, 40 Guild, 20 Land
Standard or Theme Cube: Standard
Average Draft: Will probably be 2 player with my wife most of the time, then up to 6 players whenever I visit my firends in Glasgow.
Thanks for reading, I welcome any advice offered so I can make tweaks if needed before I start sourcing the cards I don't own.
The following changes were made to increase the non-basic land content of the cube up to 12.7% (11.1% fixing).
Focus of Green was shifted more towards ramp (Still likely a work in progress).
The 2nd deck I built was a terrible Kamigawa spirit theme deck, ran Karona, False God as general and I think I cast her once in a year of playing the deck. Mentioned that she was a sucky general to my playgroup and someone said they'd be ok with me using something like Genju of the Realm as it fit the flavour and wasn't likely to be broken. The topic of general damage didn't come up though as shortly after this convo my work changed and I haven't been able to play with those guys since. :-(
My playgroup have experimented with a weird halfway house format that I tweaked from Pauper/Peasant.
I built a version of Dosu's pauper dreamcrusher Child of Alara deck and challenged my mates to make similar decks (I also made a less crazy Riku deck). Didn't go so well as they didn't have enough card availablity and didn't seem that interested but I liked my decks so added 15 uncommons and 5 rares (in addition to the general) and use these against their regular decks.
I made a decision fairly early on to exclude shadow as a keyword. I preferred the knight-style 2 drops more than the shadow ones so it made me think of shadow as unblockable, cause I generally forget they can't block non-shadow, not that aggro decks are likely concerned with blocking.
If I expand the aggro support for white I'd prolly bring in the 2-drops along with the Soltari Champion.
I was aware that I'd missed out a lot of the powerful non-basic lands, I just kinda ran out of room for them. I could probably trim some of the bigger mana stones to make room.
Do you think the Vivid cycle is necessary or will it promote control too much?
Cube Size: 360 Cards
Breakdown: 50 Each Color, 50 Colorless, 60 Guild
Standard or Theme Cube: Standard
Average Draft: Few drafts a week as 2-player drafts, we generally use the pancake drafting format right now. We used to play tenchester but it was starting to get stale as with only 2 players you can just choose what to draft and get a good version of it 95% of the time.
Cube CMC: 2.58
1 Dryad Militant
1 Elite Vanguard
1 Isamaru, Hound of Konda
1 Mother of Runes
1 Savannah Lions
1 Soldier of the Pantheon
1 Student of Warfare
//2CC
1 Accorder Paladin
1 Imposing Sovereign
1 Kor Skyfisher
1 Soltari Monk
1 Soltari Priest
1 Soltari Trooper
1 Stoneforge Mystic
1 Thalia, Guardian of Thraben
1 Wall of Omens
1 Blade Splicer
1 Flickerwisp
1 Mirran Crusader
1 Mirror Entity
1 Soltari Champion
1 Spectral Procession
//4CC
1 Kor Sanctifiers
1 Hero of Bladehold
1 Restoration Angel
//5CC
1 Baneslayer Angel
1 Cloudgoat Ranger
1 Reveillark
1 Sun Titan
//7CC
1 Elesh Norn, Grand Cenobite
1 Enlightened Tutor
1 Land Tax
1 Mana Tithe
1 Path to Exile
1 Swords to Plowshares
//2CC
1 Balance
1 Disenchant
1 Journey to Nowhere
1 Unexpectedly Absent
1 Oblivion Ring
//4CC
1 Ajani Goldmane
1 Armageddon
1 Day of Judgment
1 Elspeth, Knight-Errant
1 Faith's Fetters
1 Ravages of War
1 Wrath of God
1 Gideon Jura
//6CC
1 Catastrophe
1 Elspeth, Sun's Champion
1 Enclave Cryptologist
//2CC
1 Looter il-Kor
1 Phantasmal Image
1 Snapcaster Mage
1 Waterfront Bouncer
//3CC
1 Aether Adept
1 Man-o'-War
1 Serendib Efreet
1 True-Name Nemesis
1 Vendilion Clique
1 Glen Elendra Archmage
1 Master of Waves
1 Sower of Temptation
1 Venser, Shaper Savant
//5CC
1 Meloku the Clouded Mirror
1 Morphling
1 Mulldrifter
1 Ætherling
1 Consecrated Sphinx
1 Daze
1 Force of Will
//1CC
1 Ancestral Recall
1 Brainstorm
1 Force Spike
1 Mystical Tutor
1 Ponder
1 Preordain
//2CC
1 Counterspell
1 Mana Drain
1 Mana Leak
1 Memory Lapse
1 Miscalculation
1 Remand
1 Time Walk
1 Jace Beleren
1 Thassa, God of the Sea
1 Timetwister
1 Tinker
1 Vedalken Shackles
//4CC
1 Control Magic
1 Cryptic Command
1 Deep Analysis
1 Fact or Fiction
1 Jace, the Mind Sculptor
1 Opposition
1 Tezzeret the Seeker
1 Treachery
//6CC
1 Time Spiral
1 Upheaval
//XCC
1 Condescend
1 Carnophage
1 Diregraf Ghoul
1 Gravecrawler
1 Sarcomancy
1 Tormented Hero
1 Vampire Lacerator
//2CC
1 Blood Scrivener
1 Bloodghast
1 Dark Confidant
1 Nezumi Graverobber
1 Oona's Prowler
1 Reassembling Skeleton
1 Pack Rat
1 Vampire Hexmage
1 Geralf's Messenger
1 Hypnotic Specter
1 Ophiomancer
1 Vampire Nighthawk
//4CC
1 Braids, Cabal Minion
1 Nekrataal
1 Skinrender
1 Shriekmaw
//6CC
1 Grave Titan
1 Dark Ritual
1 Dismember
1 Duress
1 Entomb
1 Reanimate
1 Thoughtseize
1 Vampiric Tutor
//2CC
1 Animate Dead
1 Bitterblossom
1 Chainer's Edict
1 Demonic Tutor
1 Diabolic Tutor
1 Hymn to Tourach
1 Smallpox
1 Curse of Shallow Graves
1 Hero's Downfall
1 Liliana of the Veil
1 Necromancy
1 Phyrexian Arena
1 Pox
1 Recurring Nightmare
1 Toxic Deluge
//4CC
1 Consuming Vapors
1 Damnation
1 Diabolic Servitude
1 Death Cloud
1 Profane Command
1 Firedrinker Satyr
1 Goblin Guide
1 Goblin Welder
1 Grim Lavamancer
1 Jackal Pup
1 Stromkirk Noble
//2CC
1 Ash Zealot
1 Gore-House Chainwalker
1 Kargan Dragonlord
1 Lightning Mauler
1 Stormblood Berserker
1 Young Pyromancer
1 Fire Imp
1 Imperial Recruiter
1 Keldon Vandals
1 Manic Vandal
1 Squee, Goblin Nabob
//4CC
1 Avalanche Riders
1 Flametongue Kavu
1 Hellrider
1 Hero of Oxid Ridge
1 Siege-Gang Commander
1 Thundermaw Hellkite
//6CC
1 Inferno Titan
1 Burst Lightning
1 Firebolt
1 Firestorm
1 Lightning Bolt
//2CC
1 Arc Trail
1 Incinerate
1 Goblin Bombardment
1 Lightning Strike
1 Magma Jet
1 Char
1 Flames of the Firebrand
1 Molten Rain
1 Pillage
1 Staggershock
1 Sulfuric Vortex
1 Wheel of Fortune
//4CC
1 Chandra, Pyromaster
1 Koth of the Hammer
1 Purphoros, God of the Forge
1 Sneak Attack
1 Chandra Nalaar
//6CC
1 Burning of Xinye
1 Wildfire
//XCC
1 Bonfire of the Damned
1 Rolling Earthquake
1 Tempt with Vengeance
1 Arbor Elf
1 Birds of Paradise
1 Elvish Mystic
1 Fyndhorn Elves
1 Joraga Treespeaker
1 Llanowar Elves
1 Noble Hierarch
//2CC
1 Fauna Shaman
1 Lotus Cobra
1 Rofellos, Llanowar Emissary
1 Sakura-Tribe Elder
1 Scavenging Ooze
1 Strangleroot Geist
1 Sylvan Caryatid
1 Tarmogoyf
1 Wall of Blossoms
1 Wall of Roots
1 Call of the Herd
1 Eternal Witness
1 Troll Ascetic
1 Uktabi Orangutan
1 Viridian Shaman
1 Yavimaya Elder
//4CC
1 Master of the Wild Hunt
1 Polukranos, World Eater
1 Thrun, The Last Troll
1 Vengevine
1 Wickerbough Elder
//5CC
1 Acidic Slime
1 Deranged Hermit
1 Genesis
1 Kalonian Hydra
1 Thragtusk
1 Primeval Titan
//7CC
1 Hornet Queen
//8CC
1 Woodfall Primus
//XCC
1 Green Sun's Zenith
1 Rancor
//2CC
1 Life from the Loam
1 Nostalgic Dreams
1 Regrowth
1 Survival of the Fittest
1 Sylvan Library
1 Cultivate
1 Kodama's Reach
//4CC
1 Garruk Relentless
1 Garruk Wildspeaker
1 Natural Order
1 Garruk, Primal Hunter
1 Plow Under
1 Geist of Saint Traft
1 Supreme Verdict
1 Hallowed Fountain
1 Tundra
1 Shadowmage Infiltrator
1 Tezzeret, Agent of Bolas
1 Underground Sea
1 Watery Grave
1 Murderous Redcap
1 Rakdos Cackler
1 Blood Crypt
1 Bloodstained Mire
1 Sarkhan Vol
1 Xenagos, the Reveler
1 Taiga
1 Wooded Foothills
1 Qasali Pridemage
1 Voice of Resurgence
1 Temple Garden
1 Windswept Heath
1 Sorin, Lord of Innistrad
1 Vindicate
1 Marsh Flats
1 Scrubland
1 Maelstrom Pulse
1 Pernicious Deed
1 Overgrown Tomb
1 Verdant Catacombs
1 Mystic Snake
1 Trygon Predator
1 Misty Rainforest
1 Tropical Island
1 Ral Zarek
1 Steam Augury
1 Steam Vents
1 Volcanic Island
1 Boros Charm
1 Figure of Destiny
1 Plateau
1 Sacred Foundry
1 Phyrexian Revoker
1 Porcelain Legionnaire
//3CC
1 Phyrexian Metamorph
//4CC
1 Masticore
1 Molten-Tail Masticore
1 Solemn Simulacrum
1 Batterskull
1 Precursor Golem
//6CC
1 Triskelion
1 Wurmcoil Engine
1 Myr Battlesphere
//8CC
1 Sundering Titan
1 Bonesplitter
1 Skullclamp
//2CC
1 Umezawa's Jitte
1 Grafted Wargear
1 Sword of Body and Mind
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of War and Peace
1 Black Lotus
1 Chrome Mox
1 Mana Crypt
1 Mox Diamond
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Mana Vault
1 Sol Ring
//2CC
1 Grim Monolith
1 Mind Stone
//3CC
1 Coalition Relic
1 Gilded Lotus
1 Cursed Scroll
//2CC
1 Ankh of Mishra
1 Winter Orb
//3CC
1 Crucible of Worlds
1 Mimic Vat
1 Tangle Wire
1 Nevinyrall's Disk
1 Smokestack
//5CC
1 Erratic Portal
1 Icy Manipulator
1 Memory Jar
1 Trading Post
1 Karn Liberated
//XCC
1 Engineered Explosives
1 Flagstones of Trokair
1 Kjeldoran Outpost
1 Kor Haven
//Blue
1 Faerie Conclave
1 Riptide Laboratory
1 Shelldock Isle
1 Dakmor Salvage
1 Phyrexian Tower
1 Volrath's Stronghold
//Red
1 Barbarian Ring
1 Ghitu Encampment
1 Keldon Megaliths
1 Gaea's Cradle
1 Treetop Village
1 Yavimaya Hollow
1 Creeping Tar Pit
1 Lavaclaw Reaches
1 Kessig Wolf Run
1 Gavony Township
1 Vault of the Archangel
1 Svogthos, the Restless Tomb
1 Slayers' Stronghold
1 Bazaar of Baghdad
1 Dust Bowl
1 Library of Alexandria
1 Maze of Ith
1 Mishra's Factory
1 Mutavault
1 Rishadan Port
1 Strip Mine
1 Wasteland
1 Darksteel Citadel
1 Mishra's Workshop
1 Seat of the Synod
1 Tolarian Academy
May 2013
December 2013
Now with Cubetutor! Zephyr's Cube
Eidolon's Cube List Comparison
Regarding power, I am proxying, but since the power are all artifacts or blue doesn't it skew things a bit?
White
Karmic Guide or Baneslayer Angel? - I'm trying to give reasonable support to reanimator. Other 5 drops are Reveillark and Cloudgoat Ranger.
Land Tax or Mana Tithe?
Blue
Pick 3: Waterfront Bouncer, Man-o'-War, Sea Gate Oracle, Grand Architect - the latter to support the artifact deck, there's no blue aggro for his anthem effect.
Ancestral Recall or Time Walk as Blue's single piece of power?
Green
Channel or Gaea's Cradle?
Thanks very much in advance.
In doing so I'm considering adding power to the cube as the fast mana will really help the artifact decks and help make the cube games much more distinct and memorable. I'll prolly not add all 9 pieces, Lotus, Mox and maybe one of blue's 3 pieces (which would people reccomend?).
The other debate is my lands, I'm currently running 7 cards per guild (see spoiler below for list). I'm thinking of upgrading the lands to the ABU duels, shocks and fetches but I really like the man-lands and at that point they have some strong competition.
1 Venser, the Sojourner
1 Supreme Verdict
1 Talisman of Progress
1 Azorius Signet
1 Celestial Colonnade
1 Mystic Gate
1 Adarkar Wastes
//Dimir
1 Tezzeret, Agent of Bolas
1 Shadowmage Infiltrator
1 Talisman of Dominance
1 Dimir Signet
1 Creeping Tar Pit
1 Sunken Ruins
1 Underground River
//Rakdos
1 Sarkhan the Mad
1 Dreadbore
1 Murderous Redcap
1 Terminate
1 Lavaclaw Reaches
1 Graven Cairns
1 Sulfurous Springs
//Gruul
1 Sarkhan Vol
1 Bloodbraid Elf
1 Kessig Wolf Run
1 Kird Ape
1 Ragine Ravine
1 Fire-Lit Thicket
1 Karplusan Forest
1 Sigarda, Host of Herons
1 Kitchen Finks
1 Gavony Township
1 Loam Lion
1 Stirring Wildwood
1 Wooded Bastion
1 Brushland
//Orzhov
1 Sorin, Lord of Innistrad
1 Mortify
1 Gerrard's Verdict
1 Lingering Souls
1 Orzhov Basillica
1 Fetid Heath
1 Caves of Koilos
//Golgari
1 Vraska the Unseen
1 Maelstrom Pulse
1 Deathrite Shaman
1 Lotleth Troll
1 Golgari Rot Farm
1 Twilight Mire
1 Llanowar Wastes
//Simic
1 Simic Sky Swallower
1 Mystic Snake
1 Trygon Predator
1 Simic Signet
1 Simic Growth Chamber
1 Flooded Grove
1 Yavimaya Coast
1 Izzet Charm
1 Electrolyze
1 Prophetic Bolt
1 Izzet Signet
1 Izzet Boilerworks
1 Cascade Bluffs
1 Shivan Reef
//Boros
1 Ajani Vengeant
1 Figure of Destiny
1 Slayers' Stronghold
1 Lightning Helix or Duergar Hedge-Mage
1 Boros Garrison
1 Rugged Prairie
1 Battlefield Forge
What are people's experience with the manlands? Do you think they fit in this list?
The list I'm working with also has all 5 vivids along with Reflecting Pool, City of Brass, Mirrodin's Core, Thawing Glaciers and Grand Coliseum for 40 total colour fixing lands. Compared to other 360 lists that's above average as most seem to run 30 guild and maybe 3 of the 5cc lands.
Thanks for any advice, the mana base is starting to make me go cross-eyed.
For reference I run Kessig Wolf Run, Sarkhan Vol and Bloodbraid Elf. I don't support green aggro, much more ramp and mid range stuff.
Thoughts are appreciated.
Pretty sure he did but I can't find it in the archive.
I built it on cockatrice and it's insane, only played it once because it took me over an hour to win on turn 4 or 5, My opponent got a rather agressive hand and waiting any longer for Ad Nauseam would have put my life too low.
What's your opinion on my black section? It originally had more aggro cards with a bunch of the 2/x 1 drops, but then I decided to make it more controlling and try for a staxy theme. Is there anything that looks really out of place or missing given that theme? I've never actually played a stax deck so i'm a bit unsure of it.
I'll see how things go with the lands, if I keep everything in cycles then I should be able to see if they work or not in certain colour combinations. Start with everything as equal as possible then adjust things to fit.
I'm not an aggro player by nature so I get a bit confused when building those sections. Lands that are good for aggro would be ones that dont enter tapped, without investing in shocks and fetches, the 10th Ed pain lands and the Scars-block lands should be good right?
I'll prolly add the Zendikar man-lands as I really like them but ran out of slots originally.
Thanks for the advice.
Edit: I've trimmed 1 from each colour and guild and 5 colourless, which let me add 20 more land, Couldn't think of an enemy colour cycle to use other than the Ravnica bounce-lands or the Innistrad check-lands and I have the former already. Hopefully this should work out ok?
Also altered Green a bit to be more ramp focussed, basically by cutting all the Self-pump 1 drops and a few other mid-range cards.
Yeah I'll prolly just remove the ratings as when I try to classify cards I end up getting a bit confused due to the over-lap of mid-range with the other two.
One thing I'm not sure about is if I'm running sufficient mana-fixing lands, I had a quick check through the forums and I saw a lot that were running all 10 duals/shock/fetches and some additional 5 colour lands. Will only running 20 lands make a big impact?
I'd be glad to hear your opinion as to a more accurate assessment. Without playtesting the cube a bunch I'm not sure how accurate i can be.
Thanks
Here's the first draft, I'm aware I'm running some pet cards over some staples but I have to make some concessions to budget and my existing collection. At least for the time being.
Thanks to wtwlf123 for writing the article I read, also hope you don't mind, I "quoted" your cube list to help with the formatting.
Basic Info
Cube Size: 360 Cards
Breakdown: 50 Each Color, 50 Colorless, 40 Guild, 20 Land
Standard or Theme Cube: Standard
Average Draft: Will probably be 2 player with my wife most of the time, then up to 6 players whenever I visit my firends in Glasgow.
Cube CMC: 2.84
1 Mother of Runes
1 Weathered Wayfarer
1 Elite Vanguard
1 Savannah Lions
1 Isamaru, Hound of Konda
1 Student of Warfare
//2CC
1 Wall of Omens
1 Knight of Meadowgrain
1 Knight of the White Orchid
1 Precinct Captain
1 Thalia, Guardian of Thraben
1 Stoneforge Mystic
1 Pianna, Nomad Captain
1 Spectral Procession
1 Blade Splicer
1 Mirror Entity
1 Stonecloaker
1 Fiend Hunter
1 Flickerwisp
//4CC
1 Hero of Bladehold
1 Kor Sanctifiers
1 Ranger of Eos
1 Magus of the Disk
1 World Queller
1 Cloudgoat Ranger
1 Karmic Guide
1 Reveillark
//6CC
1 Sun Titan
//7CC
1 Elesh Norn, Grand Cenobite
1 Mana Tithe
1 Path to Exile
1 Swords to Plowshares
//2CC
1 Disenchant
1 Eternal Dragon
1 Journey to Nowhere
1 Revoke Existence
1 Ajani, Caller of the Pride
1 Glorious Anthem
1 Oblivion Ring
//4CC
1 Ajani Goldmane
1 Armageddon
1 Day of Judgment
1 Elspeth, Knight-Errant
1 Faith's Fetters
1 Wrath of God
1 Elspeth Tirel
1 Gideon Jura
//6CC
1 Catastrophe
//Land
1 Kjeldoran Outpost
1 Enclave Cryptologist
//2CC
1 Augur of Bolas
1 Phantasmal Image
1 Void Stalker
1 Snapcaster Mage
//3CC
1 Aether Adept
1 Sea Gate Oracle
1 Vendilion Clique
1 Willbender
1 Clone
1 Dungeon Geists
1 Glen Elendra Archmage
1 Sower of Temptation
1 Venser, Shaper Savant
//5CC
1 Meloku the Clouded Mirror
1 Mulldrifter
1 Frost Titan
1 Deadeye Navigator
1 Keiga, the Tide Star
1 Daze
1 Force of Will
//1CC
1 Brainstorm
1 Force Spike
1 Ponder
1 Preordain
1 Silent Departure
//2CC
1 Counterspell
1 Impulse
1 Mana Leak
1 Memory Lapse
1 Miscalculation
1 Remand
1 Cyclonic Rift
1 Capsize
1 Dissipate
1 Jace Beleren
1 Psionic Blast
//4CC
1 Control Magic
1 Cryptic Command
1 Fact or Fiction
1 Gifts Ungiven
1 Jace, the Mind Sculptor
1 Grasp of Phantoms
1 Rite of Replication
1 Sunder
1 Devastation Tide
1 Tamiyo, the Moon Sage
1 Tezzeret the Seeker
//6CC
1 Volition Reins
1 Bloodghast
1 Nezumi Graverobber
1 Oona's Prowler
1 Vampire Hexmage
1 Shriekmaw
1 Pack Rat
//3CC
1 Bane of the Living
1 Bone Shredder
1 Geralf's Messenger
1 Hypnotic Specter
1 Dusk Urchins
1 Vampire Nighthawk
1 Braids, Cabal Minion
1 Nekrataal
1 Skinrender
1 Disciple of Bolas
//5CC
1 Puppeteer Clique
1 Corpse Connoisseur
1 Chainer, Dementia Master
1 Drana, Kalastria Bloodchief
1 Grave Titan
//7CC
1 Sheoldred, Whispering One
1 Snuff Out
//1CC
1 Duress
1 Inquisition of Kozilek
1 Reanimate
1 Disfigure
//2CC
1 Animate Dead
1 Bitterblossom
1 Go For the Throat
1 Hymn to Tourach
1 Smallpox
1 Buried Alive
1 Liliana of the Veil
1 Necromancy
1 Phyrexian Arena
1 Recurring Nightmare
1 Yawgmoth's Will
1 Ashes to Ashes
1 Victimize
//4CC
1 Consuming Vapors
1 Pestilence
1 Liliana of the Dark Realms
1 Living Death
1 Liliana Vess
//XCC
1 Mind Twist
1 Profane Command
1 Black Sun's Zenith
//Land
1 Volrath's Stronghold
1 Goblin Guide
1 Grim Lavamancer
1 Jackal Pup
1 Vexing Devil
1 Spikeshot Elder
//2CC
1 Fireslinger
1 Hellspark Elemental
1 Kargan Dragonlord
1 Keldon Marauders
1 Lightning Mauler
1 Torch Fiend
1 Ash Zealot
1 Goblin Bushwhacker
1 Blistering Firecat
1 Chandra's Phoenix
1 Manic Vandal
1 Hell's Thunder
1 Jaya Ballard, Task Mage
//4CC
1 Avalanche Riders
1 Flametongue Kavu
1 Hellrider
1 Hero of Oxid Ridge
1 Goblin Ruin Blaster
1 Siege-Gang Commander
1 Thundermaw Hellkite
//6CC
1 Inferno Titan
1 Pyrokinesis
//1CC
1 Faithless Looting
1 Firebolt
1 Forked Bolt
1 Lightning Bolt
1 Devastating Summons
//2CC
1 Arc Trail
1 Incinerate
1 Pyroclasm
1 Slagstorm
1 Char
1 Flames of the Firebrand
1 Molten Rain
1 Pillage
1 Staggershock
1 Sulfuric Vortex
1 Wheel of Fortune
1 Koth of the Hammer
1 Chandra, the Firebrand
//5CC
1 Chandra Nalaar
1 Reforge the Soul
//6CC
1 Wildfire
//XCC
1 Earthquake
1 Arbor Elf
1 Birds of Paradise
1 Fyndhorn Elves
1 Joraga Treespeaker
1 Llanowar Elves
1 Ulvenwald Tracker
//2CC
1 Bloom Tender
1 Devoted Druid
1 Fauna Shaman
1 Sakura-Tribe Elder
1 Strangleroot Geist
1 Wall of Blossoms
1 Wild Mongrel
1 Jade Mage
1 Eternal Witness
1 Imperiouos Perfect
1 Nantuko Vigilante
1 Thelonite Hermit
1 Viridian Shaman
1 Yavimaya Elder
//4CC
1 Chameleon Colossus
1 Master of the Wild Hunt
1 Obstinate Baloth
1 Thrun, The Last Troll
1 Acidic Slime
1 Genesis
1 Thragtusk
1 Thornling
1 Wolfir Silverheart
//6CC
1 Primeval Titan
//7CC
1 Avenger of Zendikar
//8CC
1 Terastodon
1 Rancor
1 Prey Upon
//2CC
1 Life from the Loam
1 Survival of the Fittest
1 Sylvan Scrying
1 Beast Within
1 Cultivate
1 Kodama's Reach
1 Krosan Tusker
//4CC
1 Bramblecrush
1 Garruk Relentless
1 Garruk Wildspeaker
1 Momentous Fall
1 Garruk, Primal Hunter
1 Plow Under
//XCC
1 Green Sun's Zenith
//Land
1 Gaea's Cradle
1 Phyrexian Revoker
1 Spellskite
1 Phyrexian Metamorph
//4CC
1 Molten-Tail Masticore
1 Solemn Simulacrum
1 Razormane Masticore
//6CC
1 Wurmcoil Engine
1 Myr Battlesphere
1 Bonesplitter
1 Skullclamp
//2CC
1 Umezawa's Jitte
1 Grafted Wargear
1 Sword of Body and Mind
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of War and Peace
1 Batterskull
1 Azorius Signet
1 Dimir Signet
1 Rakdo Signet
1 Gruul Signet
1 Selesnya Signet
1 Orzhov Signet
1 Golgari Signet
1 Simic Signet
1 Izzet Signet
1 Boros Signet
1 Coalition Relic
1 Chromatic Lantern
//5CC
1 Gilded Lotus
1 Black Vise
1 Dismember
1 Pithing Needle
//2CC
1 Ankh of Mishra
1 Winter Orb
1 Oblivion Stone
1 Ring of Gix
1 Static Orb
1 Tangle Wire
1 Erratic Portal
1 Icy Manipulator
1 Nevinyrral's Disk
1 Smokestack
1 Karn Liberated
WU
1 Detention Sphere
1 Wall of Denial
1 Venser, the Sojourner
UB
1 Dralnu, Lich Lord
1 Shadowmage Infiltrator
1 Tezzeret, Agent of Bolas
BR
1 Dreadbore
1 Murderous Redcap
1 Sarkhan the Mad
RG
1 Kessig Wolf Run
1 Bloodbraid Elf
1 Sarkhan Vol
WG
1 Gavony Township
1 Kitchen Finks
1 Sigarda, Host of Herons
WB
1 Gerrard's Verdict
1 Mortify
1 Sorin, Lord of Innistrad
BG
1 Deathrite Shaman
1 Maelstrom Pulse
1 Vraska the Unseen
UG
1 Edric, Spymaster of Trest
1 Trygon Predator
1 Mystic Snake
UR
1 Izzet Charm
1 Electrolyze
1 Prophetic Bolt
WR
1 Figure of Destiny
1 Slayers' Stronghold
1 Ajani Vengeant
1 Sunken Ruins
1 Graven Cairns
1 Fire-Lit Thicket
1 Wooded Bastion
1 Fetid Heath
1 Twilight Mire
1 Flooded Grove
1 Cascade Bluffs
1 Rugged Prairie
1 Adarkar Wastes
1 Underground River
1 Sulfurous Springs
1 Karplusan Forest
1 Brushland
1 Caves of Koilos
1 Llanowar Wastes
1 Yavimaya Coast
1 Shivan Reef
1 Battlefield Forge
1 Creeping Tar Pit
1 Lavaclaw Reaches
1 Raging Ravine
1 Stirring Wildwood
1 Orzhov Basilica
1 Golgari Rot Farm
1 Simic Growth Chamber
1 Izzet Boilerworks
1 Boros Garrison
1 Vivid Meadow
1 Vivid Creek
1 Vivid Marsh
1 Vivid Crag
1 Vivid Grove
1 Grand Coliseum
1 Mirrodin's Core
1 Reflecting Pool
1 Thawing Glaciers
Thanks for reading, I welcome any advice offered so I can make tweaks if needed before I start sourcing the cards I don't own.
The following changes were made to increase the non-basic land content of the cube up to 12.7% (11.1% fixing).
Focus of Green was shifted more towards ramp (Still likely a work in progress).
1 Galepower Mage
1 Stasis
1 Fume Spitter
1 Kiki-Jiki, Mirror Breaker
1 Basking Rootwalla
1 Twinblade Slasher
1 Wolfbitten Captive
1 Great Sable Stag
1 Ohran Viper
1 Overwhelming Stampede
1 Druidic Satchel
1 Mindslaver
1 Trading Post
1 Staff of Domination
1 Lightning Greaves
1 Moorland Haunt
1 Nephalia Drownyard
1 Fulminator Mage
1 Huntmaster of the Fells
1 Gaddock Teeg
1 Vault of the Archangel
1 Putrefy
1 Simic Sky Swallower
1 Suffocating Blast
1 Lightning Helix
1 Fyndhorn Elves
1 Devoted Druid
1 Wolfir Silverheart
1 Green Sun's Zenith
1 Gaea's Cradle
10 Pain-Lands
5 Zendikar Man-Lands
5 Enemy Bounce-Lands
I built a version of Dosu's pauper dreamcrusher Child of Alara deck and challenged my mates to make similar decks (I also made a less crazy Riku deck). Didn't go so well as they didn't have enough card availablity and didn't seem that interested but I liked my decks so added 15 uncommons and 5 rares (in addition to the general) and use these against their regular decks.
I gave them another challenge to build a deck with similar restrictions and it went better, had a pretty cool game between, Jaya ballard, Task Mage, Shirei, Shizo's Caretaker, Ulasht, the Hate Seed and I ran a weird Cromat deck based around Sunforger and the combo of Tamanoa and Searing Meditation. We all got down to ~10 life, I killed Ulasht then got fireballed by Jaya who then took out Shirei with some creatures.
Bit random, but quiet a fun varient and helps with budget restrictions.