Post-punk Revival Powered Cube
(545 Card Cube)
Blog Posts (20+)
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Breach -> Kess: Make storm take a little more work than the 3-card combo Breach enables, but give it another tool.

Storm -> Loot: Storm mostly makes already good spells even better, while Loot could lead to some more variety in gameplay while still being powerful.

Crackling Spellslinger -> Stadium Headliner: Trying to lower the curve on red; Spellslinger has same issue as Storm, above. Not sure whether Headliner will stay--it might not have enough impact--but thought it worth a try because of its modality.

Angel of Invention: Help the aggro decks close the game.

Kozilek: Add more top-end for "mono-brown" decks, etc.

It's been a while since I last engaged with this cube, so I aimed these last few updates at getting it to a comfortable base where I could just make minor tweaks going forward. I did this mainly by:

I also started the process of slowing down the cube's play speed. While the state of cube speed and play patterns deserves its own discussion, my goal in short is to be able to bring back some of the fun 4+ MV cards that don't see play anymore because games end too quickly. (Glen Elendra Archmage, Consecrated Sphinx, and...some non-blue cards, I'm sure.)

I've started by cutting Broadside Bombardiers and Minsc & Boo, Timeless Heroes. They tend to nullify the game that preceded them and massively punish any non-combo deck.

Mainboard Changelist+1, -1
Maybeboard Changelist+1, -0
Mainboard Changelist+1, -1
Maybeboard Changelist+1, -0

Augur is more generally useful than Gix, with some interesting gameplay decisions.

Mainboard Changelist+0, -1
Maybeboard Changelist+1, -0

Didn't see much play, so I'm moving it to a different cube.

Mondrak feels like it takes more work to enable than its payoff warrants, but Warren Warleader can pop off immediately.

While Baylen also requires setup, it's a nice "signpost" and can get value as soon as it hits the battlefield.

Overprotect lives up to its name and was requested by one of my regular players, so it's in on a probationary basis.

Swapping out some cards that have been less exciting than I'd hoped. (Though admittedly, a lot of that has been during practice drafts in the "Playtest" tab lately.)

  • The Claire D'Loon, Joy Sculptor archetype rarely comes together and has been a bit underpowered even when it does. Dance of the Manse was mostly there to support this strategy by getting back artifact tokens, so it's also out.

  • Atraxa has ended up being as one-sided as expected in the reanimation decks, de facto closing out the game when it's cheated into play. It's the kind of, "Oh, I guess what I did this game didn't actually matter," play pattern that I try to avoid. Admittedly, this is exacerbated by Entomb being an instant and Reanimate being so cheap, but I'm not quite ready to nerf or remove those.

Mainboard Changelist+1, -0

Argoth isn't included in the draft; whoever drafts the corresponding Titania gets Argoth added to their pool for free.

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