With the new rule "you win by decking" I really don't like the effect Advantageous Proclamation provides.
First Update after several years. Doing a lot of things in the update, some big and some small. Most of them about more consciously optimizing for the modified rules (infinite life, win by decking, equal number of turns) and removing points of confusion.
In addition just doing some card optimizations
Full list of cards swapped in:
Deadly Dispute
Skittering Precursor
Case of the Ransacked Lab
Brainstorm
Opt
Stock Up
Brainsurge
Consider
Pore Over the Pages
Sail into the West
Beseech the Mirror
Big Score
See Beyond
Scorn-Blade Berserker
Ineffible Blessing
Setessan Champion
Warren Soultrader
Energy Refractor
Basalt Monolith
Gleemox
Entity Tracker
Stormcatch Mentor
Artist's Talent
Pearl-Ear, Imperial Advisor
Rain of Filth
Imperial Seal
Wizard's Roxkets
Sanctum Weaver
Echo of Eons
Devoted Druid
Glaring Fleshraker
First update in a while and there are some interesting new cards.
Most swaps here are simply slight upgrades or side-grades that want to try out, but there are some specific design goals this update will hopefully try to accomplish.
1) New Rules, New Cards
The infinite life rule and self-mill to win has forced me to re-evaluate some cards. Peer into the Abyss becomes a little boring when its downside is meaningless. I also don't want players to cheese a win by milling themselves with Altar of Dementia. For the most part I want players to have to draw their deck the hard way to win
2) Playing Off The Top
One of the main design philosophies of this cube is no infinite combos. With the inclusion of The Reality Chip and Augur of Autumn allowing players to play off the top, Sensei's Divining Top becomes a possible instant win.
3) Lion's Eye Diamond Package
Lion's Eye Diamond is an overdue include, and with it I'm adding some cards that synergize well, like Containment Construct and Echo of Eons. Going forward I may try to include more discard outlets/synergies
4) Timewalk Too Good?
It proved incredibly easy to copy and/or recur timewalk in this cube. This lead to games where Timewalk was cast to feel more like playing against a taking turns deck than a storm deck while removing a lot of the mana vs. cards tension that I enjoy about storm decks. I wouldn't necessarily say the card was too good for the power level of the cube (though it was very good), but it did not lead to the gameplay I'm trying to cultivate.
With the new rules update regarding life and win condition Ad Nauseam literally read "win the game."
It basically said that already, but still, no need to make it that easy.
As the forever-winter that was COVID begins to thaw I figured I should do some overdo spring cleaning and update this cube.
There have been a lot of new and exciting cards printed since the cube was last updated, but most of the swaps here fall into three camps:
1) Replacing underperforming cards with more exciting but similar effects.
Pretty self explanatory. This includes swaps such as Perilous Research -> Expressive Iteration and Ill-Gotten Gains -> Search for Blex
2) Color optimizing card effects
Despite being provided with rainbow lands, decks tend to still prefer to stick to certain colors based on their ritual effects. For example the creature deck can have difficulty casting a blue card in the middle of a combo turn (see Fblthp -> Chattering Augur) and the same goes for the enchantment deck for red mana (Dragon Mantle -> Nature's Chosen)
3) Removing middling yet hyper-specific cards for more general effects
A common problem in this cube is that each style of storm deck requires a certain density of "fodder" cards to go off that are unfortunately often hyper-specific to that particular deck. This can lead to a lot of packs that look like total garbage despite the overall higher power level of the cube. It's been an ongoing struggle of mine to reduce the amount of these inflexible fodder cards in the cube. While this update certainly hasn't fixed the problem entirely, I hope it is a step in the right direction.
This time I've mainly focused on the artifact deck's fodder. These swaps include things like Ancient Stirrings -> Abundant Harvest and Implement of Improvemnt -> Chrome Mox.
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And finally, a Eulogy for Emry, Lurker of the Lock
Emry is honestly one of my all-time favorite cards and was a great fit in the artifact storm deck. Unfortunately it combos too easily with Paradox Engine. One of my core design philosophies with this cube is to prevent any kind of infinite loops. If you want to storm off in this cube you're going to need to do it the hard, non-deterministic way. So one of them needed to go and given how vital Paradox Engine is to an entire sub-archetype of artifact decks it Emry had to be axed.
Your time was too short and you will be dearly missed.