Jumpcube
(289 Card Cube)
Blog Posts (20+)
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Artifact (6)

MV=0: Lotus Petal, Mox amber
MV=1: Dispeller's Capsule
MV=2: Sword of the Meek, Thopter Foundry, Time Sieve

Creatures (1 artifacts + 4 non-artifacts)

MV=1: Emry, Lurker of the Loch
MV=3: Keskit, the Flesh Sculptor, Sai, Master Thopterist, Salvager of Ruin
MV=4: Teshar, Ancestor's Apostle

Non-artifact & non-creature (3)

MV=2: Hidden Stockpile
MV=3: Dance of the Manse
MV=4: Tezzeret, Agent of Bolas

Lands (6)

Mistvault Bridge
Razortide Bridge
Goldmire Bridge
Ancient Den
Seat of the Sinod
Vault of Whispers

Comments: This is a reconstruction of the Artifact Toolbox pack wich was bloated and hadn't enough room for lands. The goal is to keep some combos but ensure playability while creating another colorless Toolbox pack.

  • To get "all the combos", it will be necessary to combine this pack with others while the recursion, card advantage and board advantage of this pack should bolter other strategy.
  • Tezzeret, Master of the Bridge sounds fun as a ramp card but Tezzeret, Agent of Bolas's ability and lower MV make it worth alot more. The synergy with indestructible artifact lands is also pretty neat.
Mainboard Changelist+1, -1

The Artifact Toolbox pack already have Lotus Petal, Mox Opal and Ashnod's Altar as ramp cards (for 3-color packs, three ramp cards is the default).

Sol Ring could better be used in another pack with a slow mechanic to balance it (like Morph ; Foretell has Ancient Tomb for this reason).

Dispeller's Capsule could be use in the pack's recursive combos and id a fine 1-drop.

Forsight: As I'm making this card swap, I feel like two pack should be made of Artifact Toolbox pack. One colorless and one actually wub with Teshar, Ancestor's Apostle, Emry, Lurker of the Loch and maybe Armix, Filigree Thrasher leading the charge.

This contraption deck is supposed to be common to each players that assemble contraptions.

  • 15 cards is the minimum required by the rules but feel too less in case a player gets lucky. Meanwhile, with each added contraption, the pool become worse: 20 feel enough and it's the same number of as packs size.
  • There are 45 contraptions printed, some are pretty underwhelming even if not compared with their equivalents of higher rarity. I tried to match contraptions to ensure some synergy.
  • Beyond the last point, card advantage, contraption assembling and removals where priorities. Lifegain, counters, tokens, collective effects were also sought after.
Token generators & collective effects

Tokens: Faerie Aerie, Rapid Prototyper
Collective: Goblin Slingshot, Hypnotic Swirly Disc

Contraptioning contraptions

Hard Hat Area, Widget Contraption

Synergy with Oaken Power Suit or Arms Depot:

Bee-Bee Gun, Dogsnail Engine, Turbo-Thwacking Auto-Hammer
==> Dictation Quillograph synergize with Turbo-Thwacking Auto-Hammer as well as any boost helping the target attack.

Synergy with Hypnotic Swirly Disc:

Guest List, Neural Network, Pet Project, Record Store, Refibrillator

No synergy:

Duplication Device
Jamming Device (sweeper)
Sundering Fork (non-creature removal)


Rejected contraptions Generally or strictly worse: Keyword givers:

Applied Aeronautics, Quick-Stick Lick Trick, Top-Secret Tunnel, Tread Mill,

"Tap/Untap" contraptions:

Auto-Key, Optical Optimizer, Twiddlestick Charger

Direct damage contraptions:

Boomflinger, Division Table

"Combat damage to player" contraptions:

Deadly Poison Sampler

Others:

Dual Doomsuits, Insufferable Syphon, Sap Sucker, Targeting Rocket

Creatures (8)

MV=1: Wrench-Rigger, Cogmentor
MV=2: Kindly Cognician, Steamflogger Temp
MV=3: Crafty Octopus
MV=4: Chipper Chopper,Steamflogger Boss
MV=5: Steamflogger of the Month

Non-Creatures (5)

MV=0: Mana Crypt
MV=2: Pentad Prism
MV=4: Spell Suck, Work a Double, Very Cryptic Command

Lands (7)

Spire of Industry
Fiery Islet
Silverbluff Bridge
Mountain x2
Island x2

This pack feel very slow, hence Mana Crypt and Pentad Prism... But I expect that it can do anything with the right contraption deck !

I basically take every contraption-frendly cards ever printed :-)

=> I will probably also include some more in my RW pack (Jackknight, Riveting Rigger and Midlife Upgrade as they seem good enough in an artifact centric pack.

Creatures (7)

MV=0: Memnite
MV=1: Emry, Lurker of the Loch
MV=2: Myr Retriever
MV=3: Scrap Trawler, Junk Diver, Sai, Master Thopterist
MV=4: Teshar, Ancestor's Apostle

Non-creature artifacts (10)

MV=0: Mishra's Bauble, Lotus Petal, Mox Opal
MV=1: Sol Ring
MV=2: Thopter Foundry, Sword of the Meek
MV=3: Ashnod's Altar, Blasting Station
MV=6: Tezzeret, Master of the Bridge

Lands

Glimmervoid
Mistvault Bridge
Razortide Bridge
Island x1

This pack is some kind of a toolbox. It's a work in progress as it may not be playable right now.

As most cards in this pack could be part of several infinite combos, combining this pack with others could only dilute its potency but also make the game like a jigsaw puzzle where the artifacts provide some support by making mana, thopters, direct damages, card advantage and recursion.

Mainboard Changelist+1, -1

There seems to be no reason to not include Frontier Bivouac instead of Ketria Triome. In fact, that's a shame that WotC hasn't completed the triome cycle yet. EDIT: ... there was already a Ketria Triome in the pack, so the Frontier Bivouac make sense.

Shelldock Isle wouldn't work in this environment.

Soaring Seacliff & Skyline Cascade are in the Shapeshifter pack to make Vesuva more than a flavor inclusion. But if shapeshifter wants flying, they can take it and don't need Soaring Seacliff.

Creatures (7)

CMC=1: Knight of the Ebon Legion, Fervent Champion, Student of Warfare
CMC=2: [Knight of the White Orchid]]
CMC=3: Knight Exemplar,
CMC=4: Basri's Lieutenant
CMC=6: Syr Gwyn, Hero of Ashvale

Non-Creatures (6)

CMC=1: Shadowspear, Prying Blade
CMC=2: Sword of the Animist
CMC=3: History of Benalia, Sword of Truth and Justice, Sword of Sinew and Steel

Lands (7)

Tournament Grounds, Savai Triome
Godless Shrine, Sacred Foundry
Plains x1
Swamp x1
Mountain x1

Attractivity

This is a focused tribal knight and equipments pack.

With other packs

This pack lack removals and combat trick: if everything goes well, it should roll over any army that an opponent can muster. But if your well trained and equiped knights begin falling, there isn't much way to react.

Masterplan

This pack promote an all-in strategy: everyone will be expanded to bring Nicol Bolas, Dragon-God or Nicol Bolas, God-Pharaoh or the better part of Valki, God of Lies onto the battlefield.

Acceleration

As well as Blood Celebrant, Valki, God of Lies and Liliana, Heretical Healer, Zombie and Construct tokens can be used by Culling the Weak but only the former would work with Burnt Offering. Combined with a pack of medium sized creatures, it could be possible to use a sacrifice to setup a bigger one. Ebon Stronghold can also give the just needed the manaboost.

Lands and hopes

This pack is mainly black (only Dack Fayden doesn't require black mana and with the two filter lands, it couldn't afford cards like Phyrexian Tower.
Putting only seven lands here may be a mistake, maybe Dack Fayden or Deliver Unto Evil should be a land but the first can "acquire" some manarock from your kind opponent and the other couldn't be played in any other pack than this one... and it woold feel very good to sacrifice everything and let everyone die, cast Bolas and replenish your hand with all that sweet freshly buried "accessories" :-)

2x Ramp spell
3x Oath
7x Planeswalkers
8x Lands

Why these planeswalkers ?

All planeswalker are different characters, all oath have their planeswalker. Each color combination is used (3 planeswalker of each color + 3 of each pair of color + 1 tricolor). After that, planeswalker where chosen for their synergy with other planeswalkers.

Fast mana and land quality

This pack is slightly tilted toward green as it get 4 ramp or mana fixing spells. Compared to the Cascade pack wich has 3 signets, and a much higher curve, this may be too much.
Also, the __Cascade pack uses ravnica's Karoo land to be able to get to the higher part of the curve with less cards but it may simply be bad...

I really struggled to make a white pack that's truely white, can be fine with or against other packs and feel cohesive.

This first attempt at a pack with Scrap Trawler and Teshar, Ancestor's Apostle still have some parts I should reuse in another pack who wouldn't be constricted by the necessity of being only white.

Founded in vast plains by hunted witnesses, doom Travelers and heroes, this realm is of a gracious king. But above all is a true god. In the Castle, from the jail to the court, glorious anthems and anointed processions revere the virtus of paladins while cats are adorned and mauls are a gifts of the sky. And when come the time, even spirits and angels answer the call of the realm.

Creatures (7 artifact creatures + 3 other)

CMC=1: Arcbound Javelineer, [Arcbound Mouse]], Esper Sentinel
CMC=2: Ethersworn Canonist, Myr Retriever
CMC=3: Junk Diver, Losheel, Clockwork Scholar, Scrap Trawler, Sigrid, God-Favored
CMC=4: Teshar, Ancestor's Apostle

Non-Creatures (4)

CMC=1: Aether Vial, Dispeller's Capsule
CMC=3: Idol of Endurance, Maul of the Skyclaves

Lands (6/20)

Thriving Heath
Shefet Dunes
Plains x4

Comments: this pack is build around recursions provided by Teshar, Ancestor's Apostle, Idol of Endurance, Junk Diver, Scrap Trawler and Myr Retriever.

  • There are 9 creatures with mv<3 and 11 artifact here: this should make the combo work even in with packs that have a low artifact count or a higher curve.
  • The low mana count in compensated by an Aether Vial
  • Sigrid, God-Favored & Dispeller's Capsule make for a minimal (but recursive) removal package while Esper Sentinel & Ethersworn Canonist may unsettle some players.
  • Finally, the low curve and the lack of a really efficient way to kill the opponent may render this pack attractive as a the first half of a midrange or control deck.

Foresight: this pack feel weak and may not have enough power in midgame to compete against other packs...

Alrund's Epiphany, Doomskar, as well as Ethereal Valkyrie, Mystic Reflection, Sage of the Beyond and Hero of Bretagard are all foretell cards that I would like to play. But are they good and/or necessary in the Foretell pack ? (I would also like to play Dream Devourer and Rise of the Dread Marn)

Each of those card could find a place in another pack while gaining extra turns and board sweeping doesn't have direct synergy with the other cards. By replacing Alrund's Epiphany & Doomskar by Glorious Protector & Iron Verdict, the pack gets two other combat tricks (up to 6/20) and more early way to trigger Ranar the Ever-Watchful.

Ultimately, I will try to include each of the aforementioned foretell cards in other packs wich will improve synergy with the Fortell pack.

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