Sterling’s cube
(460 Card Cube)
Blog Posts (20+)
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  1. Cranial Ram over Liege; Ram supports aggressive artifacts and promotes more thought in the deck building process.
  2. Wight of the Reliquary over Down//Dirty; Wight can support graveyard synergies and ramp in addition to lands matter decks. Down//Dirty saw little play as it felt overcosted.
  3. Psychic frog over Liege; Psychic frog can be an aggressive and evasive threat in addition to fueling graveyard synergy and straight reanimator strategies.
  4. Mandibular kite over White Sun's Zenith; Another white card that I hope will play similar to barbed spike and can break games out of locked down boards in late game. White sun's saw very little play.
  5. Witch Enchanter over Felidar retreat; Witch Enchanter can help deal with problematic permanents (ie. reanimate enchantments and Virtue enchantments) with lower opportunity cost to a deck. Felidar retreat could be getting better with recent Landscape fetches, however games often end with it not providing enough value at 4 mana.
  6. Hydroelectric Specimen over Man-o'-War; Having flash improves interaction massively, and functions as a combat trick in a bind. Man-o'-War mainly bought one better combat step while Hydroelectic can protect a key creature.
  7. Hope-ender Coatl over Clash of wills; Hope ender can interact with spells while having a decent body. Clash on the other hand often forces you to pay more mana in than you would like for only a counterspell.
  8. Wurmcoil Larva over Goring Warplow; More mana for a creature that is far better to reanimate and sacrifice.
  9. Scurrilous Sentry over Bloodtracker; An evasive growing threat that doesn't require you to pay life for a payoff.
  10. Emperor of Bones over Persist; a slower reanimate effect to make fewer non-games but still a strong effect plus a body and consistent graveyard interaction. Likely a stronger card in the long run.
  11. Crabomination over Unearth; Most of the time there isn't a creature of high enough value to unearth, Crab makes for a strong reanimate target in addition to a good top end for artifact decks.
  12. Quest for the Necropolis over Unburial rites; a reanimate that can function for less mana in the mid game, however in late game it isn't so much of a blow-out with a double reanimate.
  13. Glimpse the impossible over Ral's reinforcements; functions as card draw and creates blockers or mana. Very flexible.
  14. Pinnacle Monk over Drannith Stinger; functions as a combo piece with Displacer kitten, and has a low cost of inclusion as a land vs. cycling on drannith. There isn't much cycling support and it drannith does not have much of a body in addition.
  15. Evolution Witness over Gamekeeper; Gamekeeper has not paid off in any deck since it's addition, and Evolution Witness seems like a good source of card advantage.
  16. Basking Broodscale over Werebear; not a mana dork really, but can create mana and additional bodies, and attacks far better much earlier.
  17. Bridgeworks battle over Cartouche of Strength; a much better fight spell, with low cost of inclusion.

Added Worldgorger dragon for combo with animate dead.
Added Flash and Basalt monolith to speed up.
Added Esoteric and Worldwaker helm to support artifacts.
Other minor changes to match power of other themes in the cube

Graveyard trespasser terrorized games. Murkfiend played more generically than other simic cards that filled a niche. rest of the cards felt lackluster

Adding some aggressive cards and cards with good inevitability.

Adding strip mine package. Works well in conjunction with cycling lands and provides some resource denial.

Mainboard Changelist+1, -1

Swap for a more aggressive creature with grave and counter synergies.

Changelings added to maybe-board for adding to allies as a theme.

Maybeboard Changelist+0, -1

Shrine of Limitless power sees little - no play. Add in additional cycling land that was missing originally.

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