This cube was at Cube For A Cause in Brooklyn, and received lots of nice feedback! Some of the feedback included that Restoration Angel and Spell Queller felt too strong. This is a balance I have to walk when blending old cards with new cards, as new creatures are almost universally stronger. I think Restoration Angel was correctly identified as being too individually powerful, but I think Spell Queller is possibly safe to keep. I want to keep testing it, but I do think that fellow WU card Soulherder is too powerful. If you don't get it off the board right away, it begins accruing value that can quickly overwhelm the opponent before ultimately becoming a win-condition of its own.
To that end, I want to try Silver Drake as a value-generator that pulls back something like Faerie Seer or Thraben Inspector and then can be a threatening flier. And in place of the Angel, I think Solitary Confinement can be an interesting Fair card that makes a combo deck have to wait a few turns to kill you, OR if you can find a way to draw cards outside the draw step (like with Curiosity on Zur for example) you can keep it out indefinitely.
So many new goodies!! Most exciting to me is the improved quality of removal, and strengthening the mechanical identity of the cube: Flashback and Madness are core mechanics here, and they've been reinforced with many new cards. Meanwhile, we've also cut out a number of one-off, non-graveyard mechanics, some of which had no reminder text: Forecast, Adapt, Cumulative Upkeep, Food tokens, Mentor, Convoke, and Rebound. We've also finally cut out the one remaining Protection from [color] static ability, and color-based removal spells! (Nekrataal is an exception, because you still always get a 2/1 first strike)
Next weekend, this cube will appear at Vertex Philly where I'll be head judge, hope to see y'all there!
I have a new method of organizing the List for Desert cubes so that there isn't just a huge column of lands to scroll down, and now I've applied it here as well. Also adjusted some of the land cards so that monocolor has an even cycle, we have closer to 1/3 of the lands being basic, and we don't have such redundant "fetch a land" effects.
Oh and also...Psychic Frog is broken. Sorry.
Clerics was undersupported, and the available cards to bolster it do not appeal to me, so instead I am reinforcing the existing WB Aristocrats archetype and solidifying the "types that may matter" to: Goblins, Zombies, and Wizards. (Token exception: Squirrels)
Also adding Phyrexian Plaguelord so that The Rock is more fully supported, and a few Enchantment-matters Wizards in case someone wants to build a weird Astral Slide or Words of Wind control deck.
At SCC, Jolrael and Krenko were called out as being too strong for the environment, especially due to the limited removal suite, which I agree with. I think Golgari Grave-Troll is in the same vein of overpowered, so I am trying a potential GX Flicker deck target in its place.
Six and Call of the Herd are a little too much for us here! Also, Goblin Sharpshooter killed over 30% of the cubes creatures and invalidated some strategies too efficiently.
Better support for Black Goblins decks, and a restructuring of the UB archetype
The winning deck was a Cycling deck based around Lightning Rift, second place was myself on Naya tokenstorm. Jolrael, Voice of Zhalfir is on watchlist for power. Enchantments in general were strong and so I've added a few extra ways to address them. Path felt overefficient at answering anything.
Vampire works with Curiosity and Spirit Link 👀
Cutting a few unappealing options, plus Mulldrifter which I feel was likely a power outlier given all the Flicker effects.
Lots of new toys, and we've added a third card to each multicolor pair! In this update, while I made some effort to balance rarity more, I also tried cutting out mechanics which didn't feel appropriately old-school such as the Monarch, Eternalize, and even Delve.
Cut Fading, Kicker, off-color flashback, saprolings, balanced rarity