Card Additions :
I wanted to add more support for lesser played archetypes (&
) without pigeonholing them into a strict 24 card deck with no wiggle room. With the exit of Battle Screech, there was a need for mono white token support that wasn't too strong. With a small push toward Enchantress in
colors, removal and supporting creatures were changed with that in mind.
Also received new cards from Tarkir and the 1 MH3 addition from these changes in Angel of the Ruins. This should help strengthen Whites core as well as steering away from "Battle Screech or Bust"
Card Additions :
Blue now has a new archetype! As one of the "weakest" colors in peasant cube blue has to lean heavily into synergy rather than good spells = good deck. Storm was a pipe dream and it almost worked, but it consistently was "the coolest 0-3 deck you've ever seen". With focusing primarily on slower enchantment/saga gameplay,
focusing a mill/control style of gameplay, and
using artifacts to get wins,
was in a weird spot. Either all in on storm or never pick any of those cards at all. This was fine when the cube was slower, but storm couldn't win the arms race against 2020+ Magic. I then scoured my favorite limited sets and tried to find a good fit that would meld well with my other 3 archetypes. Enter "Draw 2". With many enchantments supporting the mechanic as well as small flyers supporting the payoffs, it was perfect. Like White, Removal was changed to help support
.
now has more payoffs on earlier turns with strong sagas, and
has some more reach with cards like Take Flight.
Card Additions :
Black feels almost perfect in my cube. One of the more popular colors and more appealing to newer drafters. I am very happy with Black, but with the overall power of the cube dropping, I needed to make some replacements. I used these slots to lift up , as it is the least drafted color pair in my cube since its nerf in 2018. Mostly added card draw so control decks can get to their win conditions and aggressive decks and refuel for cheap.
Card Additions :
Like was said before, "Draw 2" is replacing storm, so new cards were added to help support that. Many of the creatures added lower the top of the curve from 3->2. Modified now has more early game and relies less on heavy hitters from universes beyond and MH3. Red took the heaviest hit from the power down of these changes, so it also received some reach and game finishers with Fiery Inscription,Kuldotha Flamefiend, and Dragon Mantle.
Card Additions :
With the power falling across the board, green was hit the least. being hit the hardest, new Tarkir Cards and the addition of powerful Auras were added to help soften the blow: Modified now doesn't just mean +1/+1 counters and Equipment.
is now the main enchantment color pair. With the biggest resource pool of sagas, auras, and enchantment creatures, you can now punch through with a board of enchantments.
and
remain unchanged, but naturally benefit from the added removal and modified buffs.
Card Additions (Colorless):
Nothing crazy here. Ferropede is a slam dunk I had never seen before. We'll see how well it stands on its own against planeswalkers, +1/+1 counters, and ability counters. "Draw 2" now has a couple artifacts at its disposal, and can benefit off these baubles as well.
Card Additions (Multicolored):
With all of the Talisman with the Cube, I will see how this effects the strength of 4 cost cards and ramp as a whole. I wanted to ungroup the hybrid and kicker cards as "mono-color" and officially put them with their color pair, so many of the adds are there to reaffirm strategies and fill out 9 cards per guild.
Cards Exiting the Cube (In order of Annoyance to the Player Base)
I listened to feedback and did a lot of research. Rejoice that games will be more balanced and interactive. This however, does not mean stagnate. With the addition of 20 new cards and the removal of 10+ "first picks", decisions will mean more and deck diversity will be at an all time high. Now the pessimist may be asking "where's Sol Ring, Crimson Caravaneer, Reanimate, etc?" I have left these cards in for now. There always has to be a "best" card in the cube. I firmly believe each color now only has 1-2 "best" cards each and Sol Ring is the only colorless card worthy of "best" in my opinion. I will mostly likely remove these cards one day, but for now, a dash of variance can spice up a format and the last thing I want my cube to be is boring. Its sad to see some of these cards go and I will never get the money back (looking at you Cloud of Faeries...), but I am excited for the new era of Un-Common drafts. As the UCI era ends, we now start anew as the SLGS era rises on a new day.
In future, I will most likely never make a post like this again, but I will do small tidbits here and there with each new set release and make sure to make a blog post.
GG,
Buns
Lots of cards have been named "not fun" and I agree with almost all of them. Gut, Channel, Strength testing Hammer, Craig Boon, Curse of Predation, Icing Manipulator, Territory Culler, etc.
Totals for UB Cards and MH3 Cards
With many powerful cards gone, I wanted to change a couple archetypes and make sure gameplay is fun rather than that of a solitaire style gameplay. Thus Storm and Channel UG are now gone. Replacing this will be the draw 2 archetype from MH1 and Saga/Enchantment Subtheme in UG. I will also be testing more of an artifact subtheme within RB by adding the ally talismans. I am also adding Strip Mine and Wasteland to make the inevitable slowed down meta a bit worse as 5 color bounce land has crept up from nerfs in the past. I am adding more than 500 cards and I will reevaluate when Tarkir 2 comes out. Hopefully new enchantments and cool cards excluded in the past can make the cube feel just as special, but with less non-games and "bait cards".
More Updates to come!
KTK-DOM