Aster's Cube
(360 Card Cube)
Blog Posts (20+)
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Mainboard Changelist+1, -1

Had added Meteor Golem in the last post but already had a copy in the cube. Replacing it with another piece that adds to graveyard synergies but also slots into other playstyles just fine.

Aster posted to Aster's Cube -

Considered cards from the new Ixalan set:

Mono-colored:

  • Sanguine Evangelist (2W) - Creature
  • Spyglass Siren (U) - Creature
  • Stalactite Stalker (B) - Creature
  • Souls of the Lost (1B) - Creature
  • Terror Tide (2BB) - Sorcery
  • Cenote Scout (G) - Creature
  • Jadelight Spelunker (XG) - Creature

Multi-colored:

  • The Mycotyrant (1BG) - Creature

Colorless:

  • Threefold Thunderhulk (7) - Artifact Creature

Lands:

  • Restless Prairie - Manland, GW
Mainboard Changelist+0, -0

Final changes before the next draft.

Summary: There are a lot of cards that create tokens and some changes needed to facilitate certain colors' abilities to make those tokens, while some other colors were having too easy of a time, such as red.

White: Adding in less token creation and more combat tricks. The added card gains extra effect from sacrificing a token and slots in well.

Blue: Adding more instants for more synergy with cards like Young Pyromancer and Talrand, Sky Summoner.

Black: Orzhov needed some help. Having some extra token generation in black was well needed. To prevent other color pairs from being too strong (Rakdos, Gruul), some token generation was changed in red.

Red: Legion Warboss and Goblin Rabblemaster have about the same effect, however the forced combat of Rabblemaster makes it slightly weaker. By changing Warboss to Squee, Dubious Monarch, there's more chance to play around the token creation, especially when removal is not available. Squee forces the player to attack with it in order to create tokens, which will create better decision making and games in general.

Green: The only real change here is removing a mana dork and adding in something that can still ramp, but will give more synergy to cards that care about the graveyard, namely for Golgari.

Artifact: After upgrading and raising the power level of colors for so long, the colorless cards needed some tuning. Slower cards were replaced for faster ones that can offer some value in all decks, and these new cards will be more valuable during the draft.

A few cuts and adds with the introduction of the Battle card type. While there are many to choose from and some interesting effects, the ones selected here synergize with the cube the most.

See Double adds more copy effects to go along with the changes to green/blue cards, and Charforger adds another payoff card for aristocrat or token strategies in red/black.

A minor change, but there's not enough artifacts to make Thirst for Knowledge feel like a good card to play. Swapping it for one that only requires a basic land.

Giving black/green more impactful cards to better balance out the color pairs; it needed more payoffs and enablers to make graveyard/sacrifice plays worth it.

Mainboard Changelist+1, -1

A little more control, a little less bad. Delver truly shines in constructed and doesn't fit the bill here anymore in the cube; it usually sits as a 1/1 for most of the game and rarely flips. Why exchange it for Consuming Tide? Symmetrical cards are super interesting, and this one can be great for low-to-the-ground tempo/aggro decks or blue/white blink.

Mainboard Changelist+1, -1

Wow, this card is really a packaged deal: everything I could want for green/white tokens.

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