Fifteen
(160 Card Cube)
Blog Posts (20+)
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Mainboard Changelist+1, -1
purxiz posted to Fifteen -
Mainboard Changelist+1, -1

I'm sure there's something here

purxiz posted to Fifteen -

I think supporting 1.5 straight aggro decks is about where I want to be at the table. I really want to encourage gameplay that loops through the deck, and creating decks that prey on that by trying to kill you in less than 15 cards doesn't exactly help. I do still want a creature specific aggro to exist in general, since I like decks having to have an answer against a wide variety of strategies instead of it just becoming exclusively a grind fest.

Anyway, this removes one lower performing aggro card, hopefully not misleading anyone, and also adds a land that plays really interestingly with the bounce lands, and hopefully is fine enough on it's own.

Pongify -> Unable to Scream fits blue's role in the format more. One mana "removal" that isn't nearly as good on the aggro side as the slow deck side is great.

I'm not sure what deck ever wants sleep-cursed faerie over invisible stalker, so let's give blue decks another fun thing to do instead with Shelldock Isle

Nim Deathmantle is a little bit slow in the format now-a-days, 4 mana is just a lot to leave up when it's fighting against cards like Tel-Jilad Stylus. Insidious Roots is really interesting, should maybe make the Chthonian Nightmare decks more interesting, and for my own silly purposes puts a non-land card back into the Golgari section, which feels like it should definitely be filled in such a graveyard heavy cube.

purxiz posted to Fifteen -

The fatties aren't fat enough, Cityscape Leveler is a straight upgrade, Waker of Waves is so relevant against aggro and can discard itself and potentially something else.

Lands are cool, they make the draft a lot more interesting, and hopefully I will reach a point where I can include cards that care about nonbasic lands and not feel silly. In particular, I think these lands enable slower decks to go a bit bigger, without helping aggro at all, which is probably where I want the lands to be for now.

I want people to be able to reanimate fatties, and currently that strategy is lacking. The symmetrical animate dead effects really hurt the deck when played against it. I think reanimate has enough of a downside in the life loss, and necromancy is expensive enough that there is some draft contention around them, but animate dead is maybe just too good in that role, it's so easy to pick in any deck playing black and maybe creatures.

Virtue of Persistence is both removal early, and lets the reanimator deck go big with seven lands or some other way to cheat on mana, so that seems cool. It also can't be recurred if you can't cast the second half, which makes it less pickable by decks that aren't going big.

Stern Scolding is a similar role player here, that just lets go big decks interact a little earlier.

Birds of Paradise is of course the coolest card in magic, but Gilded Goose does way more things here. It gains life against aggro, it makes an artifact for welder, it still makes one mana of any color, and it dies to pings less often.

purxiz posted to Fifteen -

I think Ojer is just too slow to fill the role I want it to. Not sure if the God-Eternals are too good, but I think Kefnet both interacts w/ spells in a more relevant way, and also is more inevitable. So we'll see.

purxiz posted to Fifteen -
Mainboard Changelist+1, -1

Let's not punish aggro, let's punish greedier decks.

Dinosaurs on a Spaceship was just too good, and a part of every winning deck. It's way too un-interactable. I don't love adding Monarch to the cube, but I've got to admit it is interesting, sometimes getting that last card first matters, and it also interacts well with the tomb trawler/reito lantern type effects.

Winds of Abandon wasn't too good in the first mode, but creating non-games isn't super fun. Mizzium Mortars does more or less the same thing, but much less oppressively, and is much harder to splash for the 6 mana mode.

Burst Lightning is a very boring card, The Kami War is a very fun one. The 5 color deck seemed to be one people loved, and this is a very clear signpost that it's something you should be trying out. It is obviously very good, but it is slow, can be interacted with, and a 6 mana WUBRG spell winning the game if unanswered for 2-3 turns in this format is probably fine.

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