Sandbox Cube
(450 Card Cube)
Blog Posts (20+)
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I love spider spawning, but it is a little sad in this environment. I want Scavengers to do more, but it
Also wanted to try stitcher's supplier so Incubation druid will be slotted out, at least temporarily.

apocta posted to Sandbox Cube -

This cube has sort-of been approaching one of my other cubes. While this is partially because I enjoy the gameplay of the cube, the Sandbox cube is supposed to offer unique strategies and feelings. Because of that, here we are promoting splashier effects, and increasing the power level of a lot of cards in the cube. I worry that this will specifically make 2 toughness-based removal much worse, so that is something to keep in mind.

While the cube is gold card heavy, the gold cards should be synergistic, which is why I'm taking out the less synergy-focused gold cards here.

Also, a couple more bouncelands is something I think will do well

Mainboard Changelist+0, -0

Emry was a little too much of a power outlier and im seeing if sai can act as a more reasonable impression for an artifact signal

apocta posted to Sandbox Cube -

A few major things have been done in this change here

CUTS:
-Emrakul, along with the ninjitsu way to cast it have been cut. I love big splashy plays that can be made like this, but I think I only need one of them in the cube. Stuffy doll stays.
-Complicated rares, like Sidisi, Brood Tyrant and Professional Face-Breaker are a dime a dozen in this cube. Cutting out a few will allow people to focus more on some of the other cool stuff
-All dual faced cards have been cut! Flipping cards around is not fun and knowing that all of the text is right in front of you is a nice feeling. I will miss the cards with simple backs like Kazuul's Fury and Twinblade Geist but as of right now I believe its worth it

ADDS:
-Simple, toolbox artifacts! Pyrite Spellbomb and Renegade Map are nothing to write home about, but go in a variety of decks which is a big plus
-Concise, cheap cards (counting Krosan Tusker as 3 mana). Adding more cards that go in a variety of decks like Cankerbloom and Mayhem Patrol I think is going to play out really well.

CUTS:
The hammer never really was played, which meant it needed to be hit by the ban hammer. Rhys also felt more of a win more card, and rarely changed the outcome of games. Syndicate Trafficker is a fun artifact sacrifice engine, and might come back in if Braids, Arisen Nightmare doesn't play out like it does in my head.

ADDS:
Furnace Punisher was another card from ONE that looked enticing, and I'm curious if streamlined red decks can punish the greedier decks with it. Joira, Weatherlight Captain is a nice payout for legends and artifacts, and I'm already play 4 mana 2/2s that give amazing card advantage so why not.

I love the proliferate love that went into this set. Experimental Augury makes Contentious Plan look embarrassing, which it often was!. Here I upgraded* some of the removal, while also cutting the broken Ingenious Smith. The card was just if Elvish Visionary cast Impulse instead of just drawing but also grew every turn. Spear of Heliod is a fun way to turn on delirium while also being a real anthem AND could remove creatures too.

*better I know doesn't mean more fun but I love the synergy support here

apocta posted to Sandbox Cube -

There are a few over arching themes about the kind of cards cut and added here.

CUTS:

  • The big flashy enchantments. They either were too difficult to come together in the enchantmentinator decks or invalidated any synergy that was going on in other decks
  • Hyper-efficient glue cards. Undead Butler, Gala Greeters and others were great cards at keeping your plan open during the draft, but I wanted power outliers to fall into the narrow archetype-specific cards. Too many games were about the glue cards instead of the more synergy-dependent cards.
    -Duds. Some cards were just too situational to be put in decks like Stonebinder's Familiar, since they needed a critical amount of payoffs to function. That's not really the goal of this cube.

Adds:
-Minor archetype support. Some of the Perrie counter cards got some added support, with cards like Sanctuary Smasher also adding keywords into your graveyard. +1/+1 counter decks with Pridemalkin, token decks with Battle Screech, self discard decks with Nagging Thoughts, and the famous Blood Artist for sacrifice decks all support archetypes.
-Graveyard matters more! I love being able to use your graveyard as a resource, and cards like Lotus-Eye Mystics, Ishkanah, Grafwidow, and Life from the Loam all go in different decks while accomplishing that same goal.

apocta posted to Sandbox Cube -

I am trying out a couple of companions here (with the errata still) because companions can be really sweet. The other cards don't really follow much of a theme, and are just small changes that I made.
Littjara does a lot of small things that I like, I'm just worried that it wont ever be put in decks with it costing 7 mana to do the thing. This change may revert. The outcast on the other hand I am aware will be powerful, and act as a nice push for equipment/ninjas.
Hoofprints of the Stag was a card a was nervous about trying out, and it definitely is revealing itself as a really bad serra angel. Whirler rogue and nested shambler were powerful cards on the other hand, but I felt like their archetypes needed to be toned down a bit.

The driving force for this change were the cards I wanted to add, so I may add back some of the cards here I cut. Notable changes are
MORE counters (cards that counter spells and cards that put counters on creatures)
MORE sacrifice
MORE graveyard synergy (looking to further increase this again)
LESS conditional cards that go in very few decks
LESS noncreatures (they dont impact the board)

apocta posted to Sandbox Cube -

Hereby marks the death of the life gain synergy, along with some cards that can gain large amounts of life easily. It is still possible to get large life linkers, but it will happen a lot less often.
As for additions, this should be the last addition of fixing lands, hopefully. Changeling Outcast is the first real evasive ninja enabler in black, which I felt to be important. The other two cards just care about counters, which needed a little more push

I wanted to get rid of some of the threats that are just way too hard to interact with, opening up slots for Krenko's Command on a stick, and some unconditional exile removal

Mainboard Changelist+1, -1

the stuffy doll decks didn't really need this kill, and finding smaller burn spells to point at your creatures led to more exciting games

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