Innistrad Draftsim

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Art by Dan Murayama ScottArt by Dan Murayama Scott

756 Card Set Cube

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This is a mostly faithful Innistrad draft simulator, with some minor changes made in an attempt to improve the environment.
Results and personal opinions on whether or not these changes are an improvement may vary. Changes and reasoning listed below.

INVISIBLE STALKER > TOWER GEIST
Invisible Stalker is basically known as the #1 problem with Innistrad as a draft format, so it had to go no matter what. The swap was between Drowned Rusalka and Tower Geist for the replacement. Both are spirits, and Drowned Resalka was definitely appealing in that it could arguably fit into a European fantasy world, as well as being able to couple with turning on Morbid and Morbid-esque abilities in ux decks. I chose Tower Geist in the end because the stats are more relevant and it's a better fit within Innistrad.

GRAVEYARD SHOVEL > AVACYN'S COLLAR
One of the bottom picks in ISD draft. I just don't think it's a very card to be worth spending 2 mana per turn on. Avacyn's Collar helps bring out the BW Human Sacrifice deck a little more, so I'm going to test it out. I'm always for enabling strategies over disabling one (Wolfhunter's Quiver). The only other option from DKA that stood out was Warden on the Wall, but I don't think this set is lacking in playable creatures.

STONY SILENCE > DIVINE DEFLECTION
Stony Silence shuts down equipment, Grimoire, and Cellar Door - not particularly useful except as a sideboard option against evasive decks. Divine Deflection fills somewhat of the same role, and is a great instant choice in a rare pool that lacks instants. It's a good 1st - 5th pick, which is right about where the rares should be at.

HERETIC'S PUNISHMENT > CURSE OF BLOODLETTING
Heretic's Punishment is definitely the type of card I would rather keep because it's not inherently useless and does encourage a weird type of deck, but Curse of Bloodletting does the same thing in an actually supported (somewhat) archetype. Grixis Curses seems like a fun, offbeat build that players can actually build towards with this inclusion.

ROOFTOP STORM > CALL TO THE KINDRED
Rooftop Storm costs a little too much to matter for most Zombie decks, so I've replaced it with a similar enchantment that is more universal in application for Tribal decks. It's more fragile, but the power of it unanswered is definitely real.

WITCHBANE ORB > GALLOWS AT WILLOW HILL
Losing Witchbane Orb hurts the ability for non-gw decks in dealing with curses, but those curses are fairly slow and those decks tend to have lots of ways to deal with the other threats that Curse decks use. Gallows is also in support of the somewhat weak bw Human Sacrifice archetype, which should be a little more spicy now.

RARE CHECKLANDS > FULL SET OF SPELL LANDS
++EVOLVING WILDS
There are way too many rare lands occupying rare slots in Innistrad. Not that any of them are bad or unplayable, but having one set of fixing lands and one set of spell lands kind of makes wedge decks slightly easier to build. I've removed the five rare checklands and added the other five rare spell lands in their place. Because of how annoying they'd be if they occupied essentially 20% of the rare slots, I've only included a single copy of each, effectively making them occupy five rare slots instead of ten. To assist with fixing, Evolving Wilds has been added to the common section, bringing the total common count to 102.

Mainboard Changelist
+756, -0