cob cube
(360 Card Cube)
Blog Posts (20+)
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Cob50nm posted to cob cube -

General idea is cutting down on narrow gold cards and putting more broad single colour cards in.

Adding a monarch package.

Also trying to move away from "free" value, and push it more towards "value when you do the thing". Blink deck was big component of this so toning it down a bit.

Also more combat tricks and sideboardable cards, felt that a deck was more often the best 23 from the pool with no room for sideboarding because it was mainly worse versions of cards in your deck, rather than cards that do different things.

Sun titan and theif are a bit above the power level of the cube so swapping them out for different cards

Mainboard Changelist+1, -1

Undoing this change. Yorvo never picked because pips too intense for the effect.

Mainboard Changelist+1, -1

put in wrong card

Mainboard Changelist+1, -0

another blue proliferate creature

Mainboard Changelist+0, -2

Removing doubled cards

The one where we try to make UG better and add some STX cards

  • Eviscerate -> Mage Hunters onslaught
    • Cool new card
  • Forced Adaptation -> Rangers Guile
    • More interesting card to play with
  • Branching Evolution -> Hardened Scales
    • Not enough instances of multiple counters to make branching worth 2 extra mana
  • Feral Hydra -> Wildwood Scourge
    • Scourge better, encourages having more creatures with counters, and value is "free"
  • Bred for the hunt -> hadanas climb
    • Needed more enablers and less payoffs.

Rest are not direct swaps.

The one where we try to push the GW archetype

Additions
  • Battle For Bertgard - consistent token making with payoff at the end.
  • End-raze Forerunners - Bad hoof as a finisher you can chord for.
  • Conclaive Cavalier - Solid creature that shits tokens.
  • Legions landing - Cheap token maker with late game mana sink.
  • Master of the Wild hunt - Consistent source of tokens with upside.
  • Nest invader - Cheap token maker
  • Twin silk spider - Cheap defensive token maker
  • Omen of the sun - Token maker with upside
Cuts
  • Triplicate Spirits - Bit too expensive and need cheaper token generation
  • Shanna, too many of this effect not enough token makers.
  • Rhys - redundant with Oviya Pashiri
  • Charming Prince - Blink doesn't need as many tools
  • Geist - UW doesn't need this card.
  • Spell breaker - Not an interesting card in GR archetype
  • Brago - UW doesn't need this much support.
  • Gnarlwood Dryad - Too many green creatures this one is boring.

More support for counters deck, swallower felt too hard to turn on.

  • Swallower -> Ancient

Adding strong support to counters and tokens decks, removing so so support.

  • Spear -> procession
  • Shapers -> Evolution

Changing up the cheap equipment

  • Axe -> helm

Don't like sheildbreaker, pushing +1 counters theme more.

  • Shieldbreaker -> herald of secret streams

Powering up kraken

  • Nadir kraken -> Chasm skulker

Not a huge fan of colossus, too good as a standalone, moving a card that is less powerful but actively supports archetypes.

  • Cameleon Colossus -> Mycoloth

Toning down removal a little

  • Cast Down -> Walk the Plank

Tweaking creature removal and cutting back on artifact removal to stop the equipment deck getting hosed too easily.

  • reins of power ->bind the monster
    • Reins too swingy, bind deals with anything but at a cost
  • reclamation sage -> Wisperer of the wilds
    • rec sage too easy to include, RG deck needs more dorks
  • Archangel of thune -> Mangara the diplomat
    • Archangel is boring
  • swords to plowshares -> Clear
    • swords too good, clear is flexible
  • Severed strands ->Vicious offering
    • Severed strands not right for the cube
  • tragic slip -> Umezawas charm.
    • Tragic slip bit too easy to turn on.
  • murderous rider -> Feed the swarm
    • Rider too good and shuffles back in
  • doom blade -> Eviscerate
    • Doomblade too good
  • abrade -> Thundering rebuke
    • Abrade too good and free hate for the RW deck
  • shredded sails -> skewer the critics
    • Shredded sails too narrow and hates on the RW deck
  • wilt -> crushing canopy
    • want less wilt effects and canopy does what I want
  • Winds of Qal Sisma -> Ram Through
    • Winds possibly too good in the right deck, doesn't feel fun.
  • Cruel Finality -> weigh down
    • Finality doesn't feel right for the cube trying different thing.

Swapping painlands for pathways

  • Nivix Cyclops -> Stormwing Entity. Cyclops never felt good enough to make the cut in a UR deck.
  • Cold-Eyed Selkie -> Fathom Mage. Selkie doesn't fit the UG theme.
  • Hadana's climb -> Primal Empathy : Empathy feels better suited to the cube power level.
Mainboard Changelist+1, -1

removing duplicate

Swaps/upgrades
  • Otherworldly Journey -> Teferi's Time Twist
    • Colour shifting, want blue to have the +1 counter
  • Ivy Elemental -> Feral Hydra
    • Just a better version, elemental felt too weak.
  • Syr Konrad -> Nullpriest of Oblivion
    • Konrad never felt good, the effect exists on a lot of other cards in the cube and he is expensive. Null priest another good payoff for the GB deck.
  • Ardenvale tactician -> Precinct captain
    • Tactician is just a good card, felt like tokens needed more enablers.
  • Intangible Virtue -> Usher of the fallen
    • More token enablers rather than payoffs
  • Jazal Goldmane -> Martial Coup
    • Better highend card for the token deck.
  • Frost Titan -> cloudfin raptor
    • Not really a swap but frost titan too good and lots of redundant versions of the effect and need come cheap blue counters creatures.
  • Oran-rief Ooze -> Yorvo
    • Ooze feels above the desired power level, bit too exponential. Yorvo feels like a better fit.
  • Cliffhaven Vampire -> indulging patrician
    • Just an upgrade
  • Kor sanctifiers -> mardu hordecheif
    • Not a huge amount of enchantments but a lot of other things that hit them, Gordecheif works in RW and WG rather than just being a good white card.
Mainboard Changelist+1, -0

Balance update part 3

Added card that was supposed to be in part 2

Big balance update part 3

Removed duplicate titanoth rex
Added a high end card to Black and Blue to balance out colours.

The big balance update, part 1.

Removed some of the "so good on its own" cards in favour of weaker versions of the effect of versions with a bigger colour commitment.

Toned down blacks removal suite. Might still need more.

Removed ninjitsu, was proving to be too much of a tempo blow out and other archetypes couldn't compete.

Changing the cards for RW to try make it more viable, equipment and equip costs were too high and was very easy to end up on the back foot. Added cheaper equipment and better cheap creatures to put them on.

Removing morph from the cube, only 3 total and 2 good ones, probably not worth as a mechanic to include.

Ire shamman -> robber of the rich (abbot of keral keep also a consideration for if robber proves too good)

Blue morphs swapped out for other disruptive pieces.

Mainboard Changelist+1, -1
Mainboard Changelist+0, -2
Mainboard Changelist+2, -0

Rhys going in to replace second harvest : sh felt too narrow and rhys has the ability but also enables it better.

Iron root out for secure : Have a few similar effects to ironroot don't need as many. Secure very flexible for your curve.

Marrow shards out for rain of blades : phyrexian mana makes it too easy to put in any deck.

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