Temur Spellslinger Slice
(180 Card Cube)
Blog Posts (12)
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Not much to note here that the changeset doesn't already cover; I'm removing some underperforming cards and trying some new ones. The MDFC lands I think are going to be great, particularly Pinnacle Monk, which can be played as a land and still contribute to your flicker loops since Ghostly Flicker can target lands.

Next time my group drafts this in paper, I'm going to float the idea of pulling the rest of the flicker cards. at this point, removing even one kills the whole deck, and I'm not sure most of them are really justifying their place in the cube.

Okay, that’s a little bit of a lie. I’m adding a ton of fixing lands, including the new MKM surveil lands, but those are the only MKM cards making it in at the moment. The much bigger news is I’m cutting the Zada and Spider Spawning packages after trying the former and noting that the support cards for the latter were causing confusion in drafts. I’m expanding some of the RG land destruction stuff, but most of the cuts just make room for more lands.

Also Kalamax, the Stormsire’s absence was an embarrassing oversight that has finally been corrected.

Only a couple minor changes here. Zoyowa’s Justice is mostly an upgrade over Chaos Warp in environments where hitting enchantments doesn’t matter as much (in particular, it can’t accidentally spin your opponent into something bigger). Urabrask never really got there, and Scytheclaw Raptor has the potential to be a cool hate piece.

Making a couple of modest changes based on the most recent draft.

First, player feedback has suggested that the r-g signposts aren’t really indicating anything that they can find in the cube. Nobody has made Wort, the Raidmother work, nor have they felt inclined to try. Fires of Yavimaya just wants more creatures than the cube can produce. I considered Rhythm of the Wilds instead, but found Faldorn, Dread Wolf Herald and Elmar, Ulvenwald Informant while searching recent r-g cards and figured both of those might push existing red and green cards in interesting directions, while not requiring any specific enablers.

Second, there were just a handful of cards like Recoup that are just plain bad. They never get picked or played, and it’s time to find some other cards that might play better. Mission Briefing, in particular, should always have been Snappy, and now it finally is.

Let's rotate in some new cards!

  • Change the Equation seems like a reasonable upgrade to Flashfreeze. I could just put in Blue Blast to mirror the Red Blast that's already in the cube, but that would mean there's no hate for green cards. Maybe that's okay, though? We'll see how Change the Equation performs.
  • Chrome Host Seedshark is super sweet and does similar things to what Metallurgic Summonings was trying to.
  • See Double is also sweet and The Mirari Conjecture just wasn't seeing play.
  • I'm excited to try out Khenra Spellspear, and Dualcaster Mage just seemed kinda slow for what the cube is doing.
  • Urabrask: UPDATES WILL CONTINUE UNTIL THE STORM DECK IMPROVES
    • and Throes of Chaos was more fun than good. It kinda only got cast as a backup-backup-backup plan, if you really had nothing better to do.
    • I'm fully prepared to pull Urabrask if it turns out that a 2rr 4/4 first strike is too oppressive a body and he does nothing to improve Storm because the Storm drafter can never get him.
      • (like, I know he'll never wheel, I just hope if he's opened later in the draft non-Storm red drafters occasionally find other red cards to be situationally better enough to pass him)
  • Tribute to the World Tree is an experiment, and it feels safe to displace Aeve for that because I don't think the latter was an actual consideration for the Storm deck.

Just adding in two neat cards from ONE, plus coming to the realization that I neglected to include one of my favorite pauper cards of all time: limited menace Sprout Swarm. This error has now been fixed.

Mainboard Changelist+1, -1

I have a bit of a blind spot for JumpStart 2022. I was just made aware of Ogre Battlecaster, and it seems like a great fit for this cube in particular. It synergizes with the cast-from-graveyard payoffs, it’s kind of a Kiln Fiend-y card (and to the extent that deck wants 3-drops at all, it probably wants this one), and it even does some sweet things with Veyran, Voice of Duality.

Cutting Smoldering Egg because as far as I’m aware it’s only ever been flipped once across all of our games, and it was immediately Flame Slashed. I think it might just be “worse Thing in the Ice”.

I got a little feedback from the last session with this cube, and the biggest lesson learned (pun somewhat intended) is that the r-g Chatterstorm deck is capable of producing a fair number of tokens, but has trouble converting that into a win. One of the issues is that the tokens don't have haste, and aren't numerous enough to overcome that (like an Empty the Warrens deck in constructed). To help with that, I've added Fires of Yavimaya and First Day of Class as haste enablers, and hopefully Fires opens up some cool new directions for non-storm token decks.

FDoC learns, so I wanted at least one Lesson in the cube. Lesson/learn isn't a fully-supported mechanic, but each half is still functional on its own. To fit Mascot Exhibition, I cut Geometric Nexus, which never seems to make it in. That 6 in the ability cost just slows it down too much.

From my own observations, nobody has tried to make the Kiln Fiend deck work. I'd like there to be a viable aggro deck, so I added Sprite Dragon and Monastery Swiftspear to increase the number of powerful threats it has access to.

Finally, Ledger Shredder is a very sweet card. It might be a bit too much for the cube (I'm not sure blue needs the help!), but I want to give it a shot. Out comes Talrand—there's already plenty of ways to make tokens by casting spells.

  • I removed the cascade deck as there's no way that works out. Maelstrom Wanderer stays because that feels castable in green decks and doesn't need any support to be good.
  • The drafters didn't feel like the r-g "x spells" archetype was developed enough compared to the blue decks, and also they expected some kind of storm deck, so I've replaced the x spell support with a MH2-style RG storm deck.
  • Similarly, they remarked that it felt weird that there wasn't any kind of self-mill archetype, so u-g miracle-gro has become self-mill. There's some new green flashback spells, some graveyard shuffling, and support for Spider Spawning. Spawning itself has been artificially errata'd to flash back for 6u.
  • The non-green players were concerned there were no ways to interact with graveyards, so there's now some artifacts that can nuke graveyards.
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