Not too surprising Nascar doesn't have much, even when it's in a mummy filled land. The commander set had some almost picks. There's a world we get closer and closer to w/g witches enchantments theme, as more and more we get that kinda thing. But not there yet.
Enough blabbing. I wanted to lower mana cost of black a hair, and wanted to cut the creature count down. So here we are.
Just a few upgrades here. Some new art warrents changes
I literally forgot ambush wolf.
Not a ton here, but wasn't expecting it. A few upgrades to what already exists.
'Cept Ambush wolf. Which is a bad card I'm forced to add. Its a wolf that has flash. Its mandatory. Its at worst, bad removal, so its fine.
It's that time again! We get a horror set! Nice.
Pros:
Cons:
So anyway. The enchantment theme really threw off the usual includes. Spells matter stuff in mine, so most things that would be that are out.
But 4 years ago I had a white green witch's make enchantments matter theme, and I'd be over the moon with this set. I think k it's now probably possible to replace tokens theme with enchantment matters. But you'd have to cut wolves and make it generally stompy for red green.
Doubt you can make multiple parasitic mechanics work that touch green.
White and green are still the big winners here. White because it's still rare to get spooky White cards in normal sets. Green had a bunch of graveyard stuff here, so winnnnnnneerrrrsss.
Taking out splinter fright upsets me. It's a pet card. But it's time. That scene from annihilation with the bear is crazy, so like. All good.
The only weird pick is, Vivian. Taking out a flash thing from wolves IS worse. But we're at this point I need to have more wolves (or wolf tokens) at flash speed. Greens too much od a glue color to just only cater to wolves at this point.
Shesh! I wasn't expecting this set to randomly have extremely solid lands for this cube. But here we are. Both of these are actually great with splashing. Winners for sure.
Also worth noting that MPC fill, the site I use to make this cube uses spooky art instead of the play test cards
Nothing. Sets too cute. I was hoping some bats might make it in, but the lifegain theme holds it off. If I was to swap a life gain theme I'm pretty sure it would end up in green black, but were still not a a critical mass of incidental life gain good cards to justify adding another parasitic archtype in.
More than I expected... mostly just power upgrades or slight better for sidegrades. Which I don't mind! Just makes 5he cube smoother.
Happy halloween!
Whoops, my removal asfan was too high. Must have missed something. Well cool. I wanted an excuse to cut savior. While I love me some actual Vanhelsing to make clear thats... also OK flavor, theres enough that does the job without the name.
Wedding announcement is better of a card anyways.
200 COWBOY HATS IN THIS SET? Yeah, saddly thats not the vibe were going for in this themed cube... which sucks, cuz theres actually some surprisingly good cards here.
But a few winners. Hearse is a card I wanted for ever, but the art was anything but spooky. Now we got one that actually looks like a hearse. Cool.
Forsaken Miner and Harvester are just... good cards. But hey, they actually support some of the reanimator/maddness junk in this cube better than we have. GREAT! Black is always easy to upgrade tho for this theme.
Getaway Glamer is boarderline for the theme, but I have room to add it since Bonds of faith isn't really helping any themes anyways. Im doing my best to make blink less parasitic.
Phantom Interference is pretty cool. Wish I could fit more spree cards in this, but lordy, are they cowboy hatty.
Really not much for this one. Tho credit where credits due, the lands finally do fetches and shocks duals stuff... just really wasn't a critical mass of spooky Lands with types to justify it. Still a few misses, but enough to upgrade as time goes on instead of waiting.
Oh and suprise witness helps some spells matters decks.
Assuming the cow boy set also won't have much spooky in it.
Well I never thought I'd see the day I replace karmetic guide, but here we are. Lot more adds to this set than I'd expect... but half of that is power creep, and half is white vampires.
Let's be honest, white vampires goes far in our creepy cube.
The other half seriously is just keeping up with power creep. And a few simplification tweaks. Trying to not let power creep turn into complexity creep.
And I don't mind token creep... my cube physically has tokens ready and one of the archetypes is tokens, so that's not really an issue.
We are inching close to me turning black green archtype Into life gain matters. That was a very parasitic archtype but with so much incidental life gain on cards now, I might be able to no really run dedicated support cards and just have Duel color signposts. Looking into it now, but not a top priority
After taking a decent look at the numbers, the monster slayer deck had too many cards but the token deck didn't, so slight shift there.
White slice of pie also needed to have it's cmc raised just a hair.
Here's goals for the next update, whenever that is:
Up red mana by 1 cmc
Cut green mana by 2 cmc
Cut blue mana by 3 cmc
Cut 7 innistrad cards
Missed a card. Retagging new stuff.
Woooo. I did NOT expect wilds of Eldraine to deliver as much as it did... but between witch and creepy foods, there was quite a haul to add.
the adventure cards are the main draw. More or less, everytime I added an adventure card that worked well in a main archetype, but also could splash work in others it just made drafting smoother. Its just easier to understand model cards basically.
To be clear, the adventure was more or less decided on "Does one of these effects feel strong enough that a single color's archetypes (2 or more) would use it? Does its other mode hit at least 1 archetype? Then its useable. And I could cut a card that only supported 1 or 2 archetypes.
It just makes it easier to draft. Less cards that are bad picks gives everyone more room to work with. Im not here to punish bad drafters.
I took this chance to cut out some of the cards I have tagged as cuttable. Theres enough creepy cards out there I can stop justifying keeping cards that dont 100% fit the mold only to smooth out archetypes.
Next update Id like to balance the archetypes a bit more...
Heyo! Been a while. Time for the set update. I'll be honest, not much here worth looking at. All the creepy stuff has clear fantasy vibes.
Got a few changes. Some aesthetic card swaps. Cool that Cubecobra tracks that now.
Less here than I was hoping, but still enough. White needed more tools, and this set delivered. I've tried to stay away from toxic, theres just not enough for me to want it on many tokens, but its close. If we get more mites next set, maybe.
As it stands here, we did get some token and sac support, and white just generally needed more tools so I could cut duplicates. In some cases its a power drop, but I'll take it because it brings the creepy cube to singleton finally.
Mondrak, Glory Dominus in, Celestial Crusader out. This supports aggro, sac and tokens, so its an upgrade. Theres still plunty team pump in white, tho the focus is more team pump in green to give green white tokens a useage.
skrelv in, mom out. Mother of runes is strong, and this is a degrade, but they've never made a real white witch for mom like I was hoping, and im not going to turn down a horror to replace it. Toxic is strange, but it shouldnt change much as a 1 of.
Norn's welspring in, usher of the fallen out. Its a power drop because we dont have a ton of pump to make it a beater... but I needed to get to singleton, and this is a good one drop. Its replaceable
Crescendo in, sure strike out. Its a down grade... kinda. Worse combat trick, better overall spell. Still Ive been moving away from "mad scientist" izzet from my r/u section, and moving into like "eldritch" magic, so this fits the bill.
Young Wolf never really hit the mark in the cube. It was OK value, but the green/black theme isnt sac, and I dont really have counter themes. Green can afford to be a little heaver in my cmc range (2.9 to 3ish) so it was a good fit. Outland Liberator is an overall good card.
I dont need a 3rd blood artist... but almost every black archtype steals it, so maybe I do. Vraan isnt great, but I do need more vampires for theme reasons. Black also needs to shrink from 2.8 cmc average to 2.75ish, so a 3 drop is the natural cut. Rotting Regisaur sadly gets the axe for being us having more zombies and helping less archetypes. I should probably cut Voldaren Pariah, but I hestiate to cut madness cards.
This should be the only update from this set, doubt lucky paper radio will convince me on others for now. But overall, this was a good update to help reinforce correct ratios and give white cards a bit more creepy vibe! Looking forward to the next phyrexian set.
I've been pretty into other games at this point (check out wixoss everyone! its great!). So this is a pretty late. There was ALOT of maybeboard card editions, but nothings so far thats been super ground breaking... just slight upgrades I suppose. Well wait for new new phyrexia at some point.
Sword of light and shadow was always a placeholder, and Ive been waiting to replace it with some good 2 mana thing. Ashnod's Harvester does enough and works with multiple things other than being generically good.
gather the townsfolk... Id still rather have something that is 2 bodies at 2 mana, but for now this works. Im willing to part with Phyrexian Missionary later down the road. But I do like me more order of midnights
Ral, Storm Conduit 's coming out for his worse version in Exalted Flamer of Tzeentch... But its a demon, and look, this is the creepy cube.
Poxwalkers is the last issue. I think it probably warrants a spot... With a sac outlet and grave crawler, you double your effects for free. But I dont want to give up on the blood dream yet. I think well be OK to toss away big game hunter here, since when you are doing this correctly it should be upgrading from 1 mana cost to free.