There were very few changes to white itself, but a shift in my hybrid philosophy is likely to have noticeable impact on white aggro decks. I previously used many hybrid cards to assist in building multicolor aggro. Since artifact/modular aggro is a significant part of the cube's identity, I stripped many of the hybrids out and replaced them with colorless artifact dudes. Some are opinionated about which colors they are best in, like simian simulacrum or phyrexian dragon engine, but they can really go anywhere. When it comes to aggro, I believe that density is a primary concern, and quality secondary. Getting there on playables is always most important. Shifting more 1 drops to the colorless slot also struck me as a slot efficient way to support multicolor aggro without tanking the draft for a group where fewer players are inclined to play aggro.
BlueMost changes here are card quality tuning. The most directional change is adding a smattering of more control dedicated cards, like primordial mist, memory deluge, archmage's charm, and vedalken shackles. Previously I had felt that blue in a control deck was a means to draw into your wraths, which was a bit dull and limited variety. I wanted blue itself to have reasons to play control, instead of just being lubricant.
BlackUpdates to dredge and discard tools. Stinkweed imp was long overdue, and golgari thug to a lesser extent. Scourge of Nel Toth seemed fun enough, so I mashed it in. The push of artifacts as the primary flavor of aggro in the cube has given black aggro a bit of an identity crisis, since there isn't a lot of great support for that in the black 1 drop slot. Some half measure compromises like triarch praetorian and phyrexian fleshgorger (big stinky with dark confidant, sorin the mirthless and pact weapon) have been made, but I still want more, and I just don't think the options are there yet. Still probably a decent deck though.
RedRed is probably the crown jewel section of this cube, and this update is the most fun yet as the realization of what I began in the last round of updates. I've fully leaned into looting and discard as the identity of red, and it can rip stuff into the graveyard like none other. Key inclusions are Glint-Horn Buccaneer and Fable of the Mirror-Breaker. My impulse draw options have largely been cut in favor of rummaging and looting effects that are often of lower quality in a vacuum, but you don't notice because the synergies tend to make up for it. There's still tuning to do with these since there are so many options.
The biggest win was the emergence of a fast but value oriented boros/mardu unearth pile style deck. I leaned into it and pushed etbs like viashino pyromancer, flametongue yearling, and the return of the king, vexing devil.
Burn got some minor numbers adjustments. Damage should go face and spell choices better reflect that. Ramunap Ruins is a display of my commitment to groan inducing linear gameplay for the sickos who enjoy it (me).
GreenHardened Scales and friends. The success of modular aggro has lead me to retool the Naya section, pushing +1/+1 counters as the primary pillar of green. The more traditional big dudes zoo is being phased out in favor of the green parts of the aggro decks taking more of a backseat. A Naya aggro deck is likely best constructed as green splash Boros. This is fine, because all of those counter synergies can come together to assemble a base green big dudes midrange deck, so it's a win-win. Notable additions include Quirion Beastcaller, Conclave Mentor and Defiler of Vigor. While not green, The Ozolith is getting a test run too. The rest are mostly on testing probation. Pest Infestation should be in but someone forgot to order it.
ColorlessMostly view this as an extension of other colors, but overall BRO was good for adding options to this. Phyrexian Dragon Engine is the most spicy with welder/engineer decks and the myriad of P/T buffs available to it. Most everything else was already mentioned or is serving the purposes of some color section above.
Extra notes What does Dimir even do? Simic?I'm not really feeling it for these pairings. They're probably fine on card quality, but the Sultai colors together don't really 'own' anything unique. There's some self mill value stuff going on, and stuff like Uro, but I don't really have a reason to be excited about these or the gold cards I've put in them. They're both sort of lesser expressions of what Golgari does.
I couldn't resist Lurrus any longer lollmao even
I caved, gimme those ABUR lands and triple fetch.
Modular aggroShoutouts to Caleb's synergy cube for showing me that this is a real deck in (primarily) Boros. Been pleasantly surprised with how well it comes together in drafts and how it has a distinct feel from the other aggressive decks in play. The white section had to be stripped down and retooled (RIP Thalia and some other 'optimal' white aggro cards) to make it feel cohesive, but I think it's worth trading some raw power to do something neat. Offloading aggro pieces into colorless slots also should smooth out the draft a bit so that when players don't want to play white aggro specifically, the white cards aren't dead cube slots. I made an effort to make many of the artifact critters usable in more than one deck. This allowed me in particular to put some more slots towards the dedicated good stuff value cards that many of my players prefer to use.
Aggro with greenThis has tested well so far. Improvements to the mana situation have made it easy to assemble tri-color green decks that have fast clocks. The extra influx of colorless artifact creatures has also been somewhat helpful in this regard too, even if they aren't necessarily first picks for this kind of deck. The improved ability of green to be fast has somewhat bridged a gap between some of the more aggressive decks and fast clock midrange decks, especially in Temur colors. This should be sticking around for a while.
More emphasis on throwing things in the trashRipping more and more stuff into the graveyard has emerged as one of the predominant themes in this list, and I'm leaning harder into it. This was originally mostly in Grixis territory, but it's now extended in a big way into green as well. There were hints of it before, but now I've put some of the more generically powerful dredge payoffs and enablers in. I'm still deciding on how deep to go with this. I'm not really at a point where there's a deck about slinging stuff like Narcomoeba and Scourge of Nel Toth around, but it's added a good amount of spice to Jund and Sultai midrange piles.
As a side effect of the above, some discard related pieces have made their way into the cube, and it's had a somewhat unexpected result of opening up what can be done with red decks. The most recent development is the emergence of primary red looting decks. Stuff like Moonveil Regent, Containment Construct, and Conspiracy Theorist have demonstrated their value as contributors to interesting decks, and I'm issuing myself a challenge to see how far I can push the graveyard in red. Fair but powerful use of Underworld Breach is a goal for the next iteration of the cube.
Aristocrats branching into artifactsThis is a push to expand crats in the cube from something that Rakdos aggro decks do incidentally into a more value oriented strategy. Since the addition of modular aggro, there happen to be a lot of little doodads that fit both in that deck and artifact crats, like Arcbound Ravager and friends. Some other neat value engines like Jan Jansen, Chaos Crafter printed in the meantime increased the appeal as well.
I guess blink isn't all that badI had cut many of the blink cards in the last iteration, but I found myself missing them. I've returned to the status quo of accepting that blink decks aren't some turbo synergy thing that you draft towards, but that's fine if the cards are a good enough rate on their own. Sometimes you get a deck with a lot of blink and it pops off. Don't shun the conventional wisdom! I'd probably run 4 ephemerates and Venser/Mulldrifter if I wanted to go deeper, but I really don't care that much.
Hell yeah equipmentGimme more reconfigure cards WotC.
Some serious curve compression in this update. The value of big stuff had rotted out without the mana rocks and wildfire/upheaval stuff, so pruning had to happen.
Suspicions about trying to make this a deck at 450 were well founded. Scourge of the Skyclaves stands well enough on its own, but I'm not about to pick up a Death's Shadow and fish around for all the pieces I need all draft to only have something like 2 payoffs in a 40 card deck.
Braids / Stax:(
Time for another major list update.
Current direction: Cease intentional support for blink/flickerI no longer have the motivation to explicitly evaluate cards on this basis. There has been a minimal impact to the list immediately, as most ETB creatures stand tall on their own, and I had a general lack of enablers due to being unimpressed with their rate. Moving forward, this should open up slots. Immediate victims include Venser, Shaper Savant, Mulldrifter, and Watcher for Tomorrow
Tuning Grixis graveyard value decksMore of a continuation of what began in the last revision. Mostly a focus on finding the right combination of delve/flashback types of cards, and enablers. Murktide Regent as the premier threat was too much too fast. Blue decks moving forward will get Ethereal Forager, which I expect to also be powerful, but generally more interesting. As far as big threats go, Tombstalker seems to be a little more my style, and moving the backbone of the strategy further into black should enable some cool Rakdos midrange decks instead of clobbering everything into Dimir. To further this, there will be more effort put into graveyard feeders and payoffs in black like Takenuma, Abandoned Mire, Liliana, the Last Hope, and Ransack the Lab. I expect to see how deep I can go with this in the future.
Death's Shadow / Life Loss themeCurrently poking around with this. Not entirely sold at 450, but I'm hopeful that with the Snuff Out style removal renovation, and the double fetch double shock manabase, it should be incidentally alright. Hoping more payoffs get printed soon.
Fleshing out aggressive options for green decksLooking to support some manner of zoo deck. Some of the bones were already in, so I decided to fill in some options for multi-color aggro. Pelt Collector, Wild Nacatl, Ranger Class and Briarbridge Tracker are the standouts here, and a boring mana dork was swapped for Ignoble Hierarch as something that can be a more impressive inclusion in aggressive decks. Avatar of the Resolute is rough at , but it's cool and supported enough, so fight me.
Just sort of weird build arounds that require drafter knowledge which is not desirable in my low-experience playgroup, and a lot of commitment to including mana rocks in the list. It might be justifiable if it were some super cool archetype, but it's a ton of effort to make opponents feel bad. We already have stax for that.
Fleshing out dedicated ramp strategiesDoubled down on commitment to casting big spells. Partly intended to patch up the gaping hole in big red style decks left by the assassination of Wildfire decks. Slight increase to density of ramp cards. Increased focus on cards that can accelerate by 2 mana in a turn, like Devoted Druid and Joraga Treespeaker. Couldn't keep myself away from Escape to the Wilds. Ilharg the Raze Boar seemed like a fat thing to accelerate into, and also plays nice with the cheaty decks.
Crank the burnOn a whim, I decided that I really like narrow burn cards. Lava Spike and Flame Rift are cool and you can't convince me otherwise. These are in addition to a large number of existing powerful noncreature burn options. This angle may require me to downtune the power level of some 1 and 2 drop red creatures long term as a tuning option, but that may give me leeway to explore some neat options. Maybe I'll be able to find and include stuff with cool effects like Conspiracy Theorist even if they have questionable rates on stats. Overall, since variety of play experiences is the #1 motivator of this cube's design, I like this as a means to distinguish the mono red deck from the other more creature oriented aggro decks in other colors.
Keep piling on those artifactsI can't get enough of them. Got some cool new toys from Kamigawa like Reinforced Ronin, Lizard Blades, and Lion Sash. I'm slowly inching towards having a Boros artifact aggro subtheme without having to compromise on general playability. Nettlecyst and Galvanic Blast are always on the lookout for new friends.
Future concerns: WTF do I do withMight just have to give green some more graveyard payoffs since I've been pushing more enablers for that sort of thing into black. Recent additions like Vengevine and Cavalier of Thorns which were added with reasoning for different decks might mean I've been subconsciously pushing towards this anyway.
Wrath DensityThis has crept up gradually over time. It is likely that I may want to trim a handful of these. I was sorta blinded by playtesting with players who don't care much for picking them. The moment I did an in-person draft, the cube got shuffled in such a way that we drafted the side that had pretty much every wrath in. It was a bit much. A high performing esper control deck only seemed to need one to get the job done anyway.
General dissatisfaction with white 4 drop creaturesSeriously, where are the cool white 4 drops? I know the 3 drop section has many great options, but I'd like some more in the 4 slot that speak to me. It's really awkward having 1 white 4 drop creature and 3 white 5 drops that I all really want to include. Suggestions welcome.
The cards are currently sorta filler that I had sitting around. I want to shy away from the best the color has to offer, but that sort of leaves me in the same spot that the
section is in, sort of aimless. Azorius decks pop up in tempo and control flavors, so I'm not sure which roles I want to commit my precious multicolor slots to.