Vienna Legacy+ Cube
(360 Card Cube)
Blog Posts (20+)
Page 1 of 1+
Maybeboard Changelist+1, -0

Shadowspear gone missing. Temporary switch from Spear to Serpent untile the replacement arrives..

Most of these changes are sidegrades and almost all the cut cards could come back at some time. But there are some notable changes:

The cube is not as power maxed as it once was, so Hullbreacher and Bowmasters get cut for now. They are both always slam dunks with the draw-7s (and without them). The draw-7 deck is still supported but the payoff creatures are now weaker (Leovold, Crawler, Sheoldred).

Upheavel gets back in, maybe it fits the powerlevel now. Even without the signets and talsimans. We will see.

Little Teferi gets in, although very strong, control was struggling versus aggro the last couple of drafts, so worth a try. May get cut again for No More Lies in the future.

Big Change:

Most cheat into play stuff gets cut again. After going back and forth a couple of times on this topic, I think I prefer the more synergy based playstyle over the combo based. Flash, Sneak and Reanimate dominated most games.

Fast Artifact mana and all free spells (besides FoW) also got cut.

Therefore the fixing got even better with the 10 common MH3-"Fetches".

Also an Foundations and Duskmorn Update.

Notably I added 1) Kiki-Jiki without the parasitic blue cards, but it can still go off with Resto, Conscripts and Fomo, which are all solid on their own (should be okay powerlevel-wise, will test) and 2) Fable of the Mirror-Breaker (It's the one exception to the no DFC-rule kinda like Fow is the only free spell)

Maybeboard Changelist+0, -90
Mainboard Changelist+90, -0

Temporary Upgrade to 450, cause the Cube may get drafted with 10 players. These 90 cards are tagged "450".

Mainboard Changelist+0, -0
Mainboard Changelist+0, -0

A small update for Bloomburrow.

Added the three cards I am interested in with Jacked Rabbit, Hired Claw and Emberheart Challenger. Hopeful Initiate, Robber of the Rich and Zurgo got cut for it.

Also added Through the Breach and Worldspine Wurm to further support the Cheat into play stuff. Quirion Beastcaller got cut, because it was never that exciting. Embercleave hurts more, but it may come back.

Also swapped Sublime Epiphany (it's a pet card, but too slow for now) for Time Spiral (may also be too slow, but wanna try it) and Mosswood Dreadknight (not once was the adventure mode cast..) for Malevolent Rumble, which I missed during MH3

Maybeboard Changelist+80, -80
Mainboard Changelist+80, -80

This is a huge update:

  1. Combo and cheat into play will be included in the cube. This has two reasons:
  • just for some variety and change
  • aggro has been a little dominant for a longer time, this hopefully evens aggro/midrange/control/combo out
    Notably Flash, Tinker, Sneak Attack, Natural Order and a Reanimation package are added.
  1. Triomes will be swapped out for Surveil Lands. This change I am not sure about. Obviously Domain is not supported anymore, but we'll see how it plays out. Will maybe changed back in the next update.

  2. Each color looses 2 cards so the artifact count can be upped by 10.

  3. The 5 evoke elementals are added - should now fit the power level of the cube.

  4. Some regular changes to add the latest bangers from MH3 and some other cards.

  5. Nonetheless I am strill trying to reduce complexicity, so some cards leave the cube because of this. F.e. Preacher of the Schism (has to be read over and over again), Death-Greeter's Champion and Delayed Blast Fireball (great cards, but the only ones with Backup and Foretell). For similiar reasons Emperor of Bones is not added (no reminder text for neither adapt nor finality counter). Cryptic Coat is one of the exceptions that proves the rule.

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

Just a little switch to try out altered Glare of Subdual. It's basically Selesnya Oppostion now and taps lands. Could give the color pair more to do and be reason to draft it.

Next update will be bigger and introduce combos.

Maybeboard Changelist+62, -64
Mainboard Changelist+64, -62

Bigger Update:

After a view months of playing the vintage version of this cube, I convert it back to the legacy version.

Playing with power sure was fun for a while, but for a couple of reasons I decided to go back for now:

  • In this legacy iteration the draft process is not dominated as much by luck and opening insanely strong cards as in the vintage version
  • Because of different levels of experience in my playgroup and therefore the lack of knowing some of the vintage combos and play patterns a lot of matches have been one-sided
  • My playgroup seems to enjoy "fair" magic with boardstates focused on Aggro, Midrange and Control more than the "unfair" stuff

I also decided to not go for a "max power legacy cube", so there will be no "Reanmiate Archon", "Sneak Emi" or Oko. That being said we still play with some of the most powerful cards in magic history.

The main focus is on archetype-drafting represented by the 10 guilds. Will most likely take some updates to get there. I'll also update and add the archetype overview later.

Finally the Wilds of Eldraine Update.
Although it won't be tested for a longer time, cause I am in the process of convertig this cube - temporarily - into a full powered vintage version. If it works out, the plan is to have a base of cards (around 2/3), which will be in both iterations of the cube and it should be easy to switch between Legacy and Vintage Power level. Vintage version can be found here (and is still in the making right now): https://cubecobra.com/cube/overview/viennavintage

So changes:

Monastery Mentor -> Clarion Spirit. Spirit is just solid and Mentor never really found a fitting deck during all the cube sessions so far. There were always better options without the need to go multicolored. But it'll stay in the Vintage Cube.

Carrion Feeder -> Tenacious Underdog. Feeder didn't really seem necessary for the Rakdos Sacrifice/Aristocrats archetype, it's already well supported. Underdog does more and also fits into Golgari Graveyard Matters.

Elvish Reclaimer -> The Great Henge. Reclaimer also never pulled that much weight (but will stay in the Vintage Version, where the powerful lands you want to tutor for, can do even mroe). The Great Henge is a house in "fair magic".

Hornet Queen -> Gruff Triplets. I don't think, there'll be a big difference, both are green fatties. Just to try something new.

Yorion -> Twining Twins. Yorion is a pet card of mine and the blink deck is a favourite. But to play him as a compantion is a stretch and when you actually play him, he often only blinks 1 thing. Twins can blink eary game and already come down turn 4 as a threat.

Hydroid Krasis -> The Goose Mother. I think the way better statline of Goose Mother make it the better choice, even though lifegain and cardraw is both slower than with Krasis. But in a fair environment I believe the Goose to be better. Also honk honk.

Vraska, Golgari Queen -> Mosswood Dreadknight. Similar to Yorion I like Vraska and don't like to see her go. But the Dreadknight seems better fitting with the Golgariy Archetype and she can't pull her weight next to (powercreeped) Grist.

Sunbaked Canyon -> Restless Bivouac. Canyon is good, but the Bivouac gives Boros a really strong manland.

Page 1 of 1+