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Now that DFT is out and I've actually got the cube physically, it's changelog time for the new set!
Ins:
Gloryheath Lynx: this guy's just really good and represents a consistent well of card advantage and plays nicely in multiple archetypes, namely WB and GW.
Ride's End: This is the de facto removal spell of the set and this cube is no exception it seems, even without beans, this being 2 mana removal is really nice. I want to see how the replacements shake out, I may end up taking out Aerial Assault in the future and replacing it with a white creature that fulfills similar roles to Emissary of Sunrise.
Stock Up and Mischievous Mystic: The hype is real for Stocking Upwards, but my hope is that Mischievous Mystic manages to be effective often and not just fail to trigger ever, and admittedly Stock Up reduces the effectiveness of cards like Mystic.
Grim Bauble, Chitin Gravestalker, and Shefet Archfiend: All of these cards contribute in their own ways to the BG graveyard deck, but also somewhere else for most of them, even if it is mainly just "reanimator strategies". I'm interested to see how reanimator plays out in the cube, and these should help in some ways.
Autarch Mammoth, Earthrumbler, and Ooze Patrol: All of these are attempts to increase the curve of green in the cube, and to feel like it's not a punishment, but a reward, and all of these cards are pretty rad, so I hope it rings true.
Broodheart Engine: The last change here, this acts as both reanimation, but far more importantly, it's a way to fuel up the graveyard long term, which lets the deck feel like it's actually curving out in effect rather than just bursting into the yard then playing with it for the rest of the game.

Mainboard Changelist+2, -2

This update is primarily to just tag everything, but also to lay out what I want out of the next big revamp coming up.

Some things I want to go deeper into:

  • Artifacts! I want to cut some of the lands for more colorless artifacts/cards, and want to get somewhere in the sweet spot of letting artifacts matter, but not making them matter too much in a color to make the colorless cards implicitly a color in the draft environment.
  • Lean into the "weird" archetypes, like GU tokens or WB clerics.
  • Make more focus on blinkers to make the high volume of etbs have a better payoff.
  • Work to create more connection points between archetypes. The volume of lands does one thing well, which is allow for lots of 3+ color decks where you work at the intersection of a couple archetypes, and I'd like to hone in on that connective glue a bit.

Things I want to avoid or trim:

  • The Steal of BR's Steal and Sac deck. This is both the least connective of the tissue of RB and also the most against the principle of the cube, where its success means you shouldn't have creatures you care about, which sucks. Also, thinking back on formats where steal and sac was good (like MID) reminded me that the deck is not fun when it's running at high efficiency.
  • Vestigial stuff. Izzet Draw-twos still has some parts that need to go, and some of the cards are just not in the power level of the cube at large anymore, and I think it's doubly apparent in the mutate cards and some of the multicolor cards.
  • Low Costs: This cube is really lean, I've found, and it makes the choice to play higher cost cards a binary choice of ramp or reanimate, both of which are slim. I also fear the prevalence of 2c aggro homogenizing the cube, so I want to make mana costs go a bit higher.

I'm excited to do the full update for the past 6 applicable sets, and hopefully look into acquiring the paper version of the cube soon!

A teeny change of 3 cards for MAT, mainly looking to cut some low impact cards.

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