Initial adds, not looked at Commons/Uncommons yet
Decks drafted:
Vaaste: Kiki/Twin
Donald_k: Heliod combo + some reanimator
Agile: Infect
BallzofFury: midrange/control - Natural order
Pimp: Enchantress/Modified
Kfergy: Enchantress
UtterlyJ: Reanimator + Pod/persist combo
Notes:
Red was the least drafted colour. Without any core strategies situated in red this wasn't particularly surprising but I wonder if it's something that's worth adjusting for.
Blue as a supporting colour appears to be working well, in that the counterspells and card selection was effective.
Cuts:
Tyrannax Rex] - slightly too powerful as a Natural Order target. Keyword soup + effectively hexproof with barely any setup is too good here. I think it's fair as a reanimator target, requiring effort to get it into your hand, then graveyard before reanimating. But you can reliably cast this on turn 3 only needing Natural Order in hand and either a 1-2 drop green creature and a mana accelerant.
Whip of Erebos - Removed as it's a sub-optimal reanimation spell given the targets available, and given many other reanimation spells are already available.
Adds:
Glistener Elf - 2nd copy of glistener, as a turn 1 infect creature makes such a huge difference to the success of the infect deck. 2 copies in the same deck would be great, but also allowing for two drafters to have access will also be useful.
A card per 3C combination including red (6 total) -Jund is reasonably represented here.
The aim is to help draw people towards including red in their decks.
- Grixis - Goro-Goro and Satoru
- Jeskai - Narset, Enlightened Exile
- Jund - not including for now
- Mardu - Mathas, Fiend Seeker
- Naya - Bright-Palm, Soul Awakener
- Temur - Animar, Soul of Elements
Whip of Erebos out as a sub-optimal reanimation spell when many are already available.
Adding some further reanimation spells as a test draft forcing reanimator didn't have enough to make a functional deck. Will likely scale back from this slightly and find a middle ground.
Whip of Erebos is tough to evaluate here. 4MV to deploy and 4 mana to activate is a steep cost for the first activation, further activations begin to feel reasonable.
With lots of artifact and enchantment removal in the cube this might just die too easily to really be useful.
Doomed Necromancer allows for splitting the 4MV cost but opens yourself up to a turn of removal as you telegraph. Not great, not awful?
Necromancy seems good here, at 1 mana below the typical rate, but easily blown out by enchantment removal.
Terror of Towashi is a passable creature that I'm hopeful will be a good consolation prize if you don't yet have your reanimation target in the yard
necroskitter isn't a reanimation card, but looks extremely good in the infect decks. Possibly too good/unfun...
Adding some tutors with the following baselines:
1MV - Specific card type
2MV - Any card type, hand
Gamble has such a significant downside it's acceptable at 1MV
Including some large payoffs for reanimator. Current build feels pretty anaemic spending lots of mana on a 4MV reanimation spell to return a 5MV card to play...
Not entirely sure on the number of wraths this cube wants, but I think as it's curving a little higher than my main cube I should be looking at 5mv rather than 4.
Sunfall's incubater tokens make it an easy include here. Phyrexian tribal & proliferate synergies.