Results 1 to 5 of 5

Thread: [Cube] The mid-power no planeswalkers cube

  1. #1
    Here I Rule!!!!!!!!!!
    Phoenix Ignition's Avatar
    Join Date

    Oct 2008
    Location

    Minneapolis MN
    Posts

    2,287

    [Cube] The mid-power no planeswalkers cube

    The reason behind this cube is mainly that I want to be able to play cards that were in Legacy right when I joined the format. Where decks like UG Madness ran wild and you didn't have planeswalkers throwing removal spells out of whack.

    The second thing that was important to me was that I needed to make sure there aren't any cards that just end the game. I hate cards like Grizelbrand that just win when they come down and you might as well scoop to. Every good card needs some way to interact with it, and if a card truly doesn't have many ways to interact, it must have a big drawback Blastoderm!.

    So anyway, please keep those things in mind if suggesting anything. I've balanced it for color about as well as I can plus or minus a few cards.

    Total = 436
    White:

    Path to Exile
    Enlightened Tutor
    Mother of Runes
    Isamaru, Hound of Konda
    Savannah Lions

    Leonin Shikari
    Nyx-Fleece Ram
    Aegis of the Gods
    Journey to Nowhere
    Wall of Omens
    Soltari Trooper
    Whitemane Lion
    Beloved Chaplain

    Sigiled Paladin
    Auriok Champion
    Unexpectedly Absent

    Survival Cache
    Mirror Entity
    Kor Sanctifiers
    Ghostly Prison
    Blade Splicer
    Oblivion Ring
    Oblation
    Aven Mindcensor
    Stonecloaker

    Fiend Hunter
    Kemba, Kha Regent
    Skyhunter Skirmisher
    Mystic Crusader
    Soltari Visionary
    Glorious Anthem
    Mangara of Corondor
    Flickerwisp

    Honden of Cleansing Fire
    Ranger of Eos
    Endless Horizons
    Lightkeeper of Emeria
    Taj-Nar Swordsmith
    Faith's Fetters
    Magus of the Tabernacle
    Academy Rector
    Custodi Soulbinders
    Galepowder Mage

    Dust Elemental
    Glimmerpoint Stag
    Emeria Angel
    Marshal's Anthem

    Iona's Judegment

    Karmic Guide
    Cloudgoat Ranger

    Stonehewer Giant
    Sun Titan
    Terminus
    Austere Command
    Yosei, the Morning Star
    Akroma's Vengeance
    Eternal Dragon


    Red:
    Fireball
    Devil's Play

    Teetering Peaks

    Faithless Looting
    Scorched Rusalka
    Goblin Bushwhacker
    Firebolt
    Flame Slash
    Lightning Bolt
    Burst Lightning
    Gamble
    Spikeshot Elder
    Monastery Swiftspear

    Kiln Fiend
    Satyr Firedancer
    Fractured Loyalty
    Incinerate
    Stingscourger
    Desperate Ravings
    Pyroclasm
    Mogg War Marshal
    Stormblood Berserker
    Tin Street Hooligan
    Fling
    Arc Trail
    Dragon Fodder
    Ashling the Pilgrim

    Goblin Wardriver
    Slith Firewalker
    Eidolon of the Great Revel

    Honden of Infinite Rage
    Squee, Goblin Nabob
    Goblinslide
    Rift Bolt
    Goblin Assault
    Simian Spirit Guide

    Claws of Valakut
    Chandra's Phoenix
    Countryside Crusher

    Anger
    Flametongue Kavu

    Chain Reaction
    Rakdos Pit Dragon
    Forgeborn Oreads

    Violent Eruption
    Blistering Firecat
    Obsidian Fireheart

    Covetous Dragon

    Reckless Wurm
    Siege-Gang Commander
    Magmaw
    Voracious Dragon
    Fissure

    Godo, Bandit Warlord
    Cyclops of Eternal Fury
    Homura, Human Ascendant
    Moltensteel Dragon
    Pyrokinesis
    Predator Dragon
    Shivan Hellkite
    Bogardan Hellkite


    Black:
    Skeletal Scrying

    Cabal Coffers

    Tragic Slip
    Bloodsoaked Champion
    Executioner's Capsule
    Unearth
    Tortured Existence
    Dark Ritual
    Carrion Feeder
    Duress

    Nezumi Graverobber
    Ravenous Rats
    Oona's Prowler
    Night's Whisper
    Reassembling Skeleton
    Doom Blade
    Oversold Cemetary
    Go for the Throat
    Nezumi Shortfang
    Brain Maggot

    Consume Spirit

    Sith Bloodletter
    Gatekeeper of Malakir
    Black Sun's Zenith
    Nantuko Shade
    Nether Traitor

    Profane Command

    Dark Tutelage
    Grim Haruspex
    Slaughter Pact
    Read the Bones
    Dusk Urchins
    Crypt Rats
    Pain's Reward

    Necroplasm
    Vampire Nighthawk
    Hypnotic Specter
    Skull Collector
    Chittering Rats

    Pox

    Zombify
    Honden of Night's Reach
    Mind Maggots
    Fate Unraveler

    Night of Souls' Betrayal
    Diabolic Tutor
    Braids, Cabal Minion
    Death Pit Offering

    Grave Pact

    Shriekmaw
    Doomwake Giant
    Throat Slitter
    Call to the Grave

    Kagemaro, First to Suffer
    Beacon of Unrest
    Contagion
    Fallen Angel
    Ratcatcher
    Visara the Dreadful
    Tombstalker
    Hypnox

    Blue:
    Quicken
    Distortion Strike
    Drowned Rusalka
    Preordain
    Delver of Secrets
    Portent
    Mark of Eviction
    Ponder

    Rootwater Thief
    Aquamoeba
    Gilded Drake
    Think Twice
    Azure Mage
    Waterfront Bouncer
    Ice Cage
    Merfolk Looter
    Mana Leak
    Echoing Truth
    Welkin Tarn
    Remove Soul
    Jushi Apprentice
    Spectral Flight
    Sigiled Starfish

    Counterspell
    Ideas Unbound
    Deprive

    Proteus Staff

    Tideforce Elemental
    Psionic Blast
    Civilized Scholar
    Spiny Starfish
    Compulsive Research
    Man-o'-War
    Trinket Mage
    Intuition
    Mistblade Shinobi
    Wakethrasher
    Raven Familiar
    Chasm Skulker

    Aether Adept
    Grand Architect
    Dominate
    Vexing Sphinx
    Kira, Great Glass-Spinner

    Gifts Ungiven
    Ninja of the Deep Hours
    Master Transmuter
    Mystical Teachings
    Pendrell Mists
    Wonder

    Sower of Temptation
    Control Magic
    Sleep
    Summoner's Bane

    Gush
    Honden of Seeing Winds

    Sphinx of Lost Truths

    Riptide Shapeshifter

    Magus of the Future
    Keiga, the Tide Star
    Frost Titan
    Scourge of Fleets
    Palinchron


    Green:
    Green Sun's Zenith
    Hurricane

    Noxious Revival
    Mutagenic Growth

    Birds of Paradise
    Tinder Wall
    Giant Growth
    Basking Rootwalla
    Vines of Vastwood
    Rancor
    Wild Nacatl

    Flinthoof Boar
    Sakura-Tribe Elder
    Explore
    Fauna Shaman
    Werebear
    Wild Mongrel
    Skyshroud Elf
    Jade Mage
    Nest Invader
    Wall of Blossoms
    Elvish Visionary
    Vinelasher Kudzu
    Fists of Ironwood

    Rofellos, Llanowar Emissary
    Viridian Zealot

    Reclamation Sage
    Yisan, the Wanderer Bard
    Call of the Herd
    Awakening Zone
    Beast Within
    Civic Wayfinder
    Food Chain
    Borderland Ranger
    Daybreak Ranger

    Carven Caryatid
    Yavimaya Elder
    Eternal Witness

    Patagia Viper
    Argothian Wurm
    Oracle of Mul Daya
    Roaring Primadox

    Vengevine
    Eidolon of Blossoms
    Blastoderm
    Obstinate Baloth
    Iwamori of the Open Fist

    Genesis
    Honden of Life's Web

    Bounty of the Hunt
    Molder Slug
    Arrogant Wurm
    Acidic Slime

    Weatherseed Treefolk

    Brutalizer Exarch
    Force of Nature
    Roar of the Wurm
    Krosan Tusker
    Avatar of Might
    Terastodon


    Lands:

    Arcane Sanctum
    Terramorphic Expanse
    Shimmering Grotto
    Evolving Wilds
    Mirrodin's Core
    Blood Crypt
    Overgrown Tomb
    Temple Garden
    Murmuring Bosk
    Sacred Foundry
    Watery Grave
    Stomping Ground
    Hallowed Fountain
    Godless Shrine
    Polluted Delta
    Windswept Heath
    Bloodstained Mire
    Wooded Foothills
    Arid Mesa
    Marsh Flats


    Artifacts:

    Lotus Petal
    Everflowing Chalice

    Engineered Explosives

    Orochi Hatchery

    Wanderer's Twig
    Explorer's Scope
    Hex Parasite
    Signal Pest
    Darksteel Axe
    Bonesplitter
    Cursed Scroll
    Brittle Effigy
    Trusty Machete
    Heap Doll

    Cloak and Dagger
    Coldsteel Heart
    Prophetic Prism
    Sphere of Suns
    Armillary Sphere
    Gorgon Flail
    Genesis Chamber
    Mask of Memory
    Nim Deathmantle
    Ratchet Bomb
    Phyrexian Revoker

    Heart of Ramos
    Scuttlemutt
    Spectral Searchlight
    Darksteel Ingot
    Manalith
    Pilgrim's Eye
    Phyrexian Totem
    Crystal Ball
    Fireshrieker
    Sword of Light and Shadow
    Sunforger
    Helm of Kaldra
    Grafted Wargear
    Horn of Greed

    Phyrexian Metamorph
    Birthing Pod

    Sword of Kaldra
    Shield of Kaldra
    Smokestack
    Nevinyrral's Disk
    Etched Oracle
    Goblin Charbelcher
    Juggernaut

    Slash Panther

    Kuldotha Forgemaster
    Etched Monstrosity
    Razormane Masticore
    Karn, Silver Golem

    Duplicant
    Triskelion

    Pentavus
    Triskelavus

    Sundering Titan

    Trading Post
    Scarecrone
    Skyship Weatherlight
    Grim Poppet
    Temporal Aperture


    Multicolor:
    Reaper King
    Doran, the Siege Tower
    Woolly Thoctar
    Slave of Bolas
    Rhox War Monk
    Sharuum the Hegemon
    Lightning Angel

    Tymaret, the Murder King
    Terminate
    Lava Zombie
    Blightning

    Nyx Weaver
    Putrefy
    Glissa, the Traitor
    Grave-Shell Scarab
    Vulturous Zombie
    Spiritmonger

    Selesnya Charm
    Qasali Pridemage
    Kitchen Finks
    Harmonic Sliver
    Loxodon Hierarch

    Figure of Destiny
    Lightning Helix
    Duergar Hedge-Mage
    Skynight Legionnaire
    Rally the Righteous
    Firemane Angel

    Sygg, River Cutthroat
    Dimir Guildmage
    Psychatog
    Sphinx Summoner

    Coiling Oracle
    Trygon Predator
    Shardless Agent
    Lorescale Coatl
    Edric, Spymaster of Trest

    Violent Outburst
    Boggart Ram-Gang

    Azorius Charm
    Brago, King Eternal
    Aven Mimeomancer
    Swans of Bryn Argoll

    Fire/Ice
    Hypersonic Dragon
    Electrolyze
    Wee Dragonauts

    Tidehollow Sculler
    Pillory of the Sleepless
    Mortify
    Underworld Coinsmith

    I mainly just wanted to post this so I can hover my mouse over cards to see them quickly, but if you have the option to somehow play it, you should give it a shot, everyone has enjoyed it so far.
    Last edited by Phoenix Ignition; 10-16-2014 at 06:35 PM.

  2. #2
    Here I Rule!!!!!!!!!!
    Phoenix Ignition's Avatar
    Join Date

    Oct 2008
    Location

    Minneapolis MN
    Posts

    2,287

    Re: [Cube] The mid-power no planeswalkers cube

    I thought I'd leave an update about the things I've learned and changed since the start of the cube. It has probably been played a little over 10 times since the beginning, with minor changes every once in a while. Here are some of the major things I think aren't obvious at the beginning.

    First and foremost, the following will only be true for cubes that are supposed to be "fun" in opposed to competitive. My group only plays for fun, and if there was something on the line it would be a different story.

    Lands + color fixing:

    There's a really fine line for how many things you want to fix people's mana bases. Too few and you don't get a good mix of decks being played, too many and the draft itself gets watered down with too many cards that only make mana. I really like fetch lands since they allow a free shuffle effect, and I think Shock lands > dual lands slightly, since I'm all about the tactical drawbacks you need to play around. I constantly noticed that no one really wanted a signet (Azorius Signet, etc) if it wasn't in their specific colors and a control deck. This led to consistent last picks of boring mana rocks that people generally didn't want.

    Aside from that, the most important thing is to not play broken lands. Cubes that have stuff like Library of Alexandria also need a strong assortment of hate to be able to shut down those cards, but even running the full gambit of Strip mine,Wasteland, and Sinkhole alongside any other not-horrible land hate still doesn't give every deck a way to shut down the broken lands early enough to matter. Just having a single Wasteland in a deck is not enough to shut down a Library of Alexandria, and this gives you unbalanced games where one player just sits there hoping to draw their 1-of out to the problem.

    The only way to really get around that is to fill the cube up with Stone Rains, which leads to either "dead cards" that no one wants to play or the infamously unfun land destruction deck. We consistently have newcomers join our cube every week and I want both players to have a chance at playing cards.

    Good cards are not the same as build-around cards:
    This one took a while to notice. Almost every draft I noticed a distinct lack of red/white decks being played, despite red and white having some of the best removal in my cube. White was much worse of a problem than red, though. People often splashed stuff like Lightning bolt or Iona's Judgment, but there was no build around card to make those your main colors. I think partly this is due to white's place as the "white weenie" archetype and not having card advantage in the normal forms. Even if you want to kill people fast, most people would try to go 3 colors and not take many white cards. Here's a good example of what I think was going on in a pack:

    You open a pack and see:
    Wrath of God
    Food Chain
    Wee Dragonauts
    Death Pit Offering
    Honden of Seeing Winds
    Flametongue Kavu
    Bloodbraid Elf
    Journey to Nowhere
    Glorious Anthem
    Birthing Pod
    Sakura-Tribe Elder
    Harmonic Sliver
    Fire-ice
    Jushi Apprentice
    Nezumi Shortfang
    and there are so many decks you could try to build. But virtually none of them are "Wrath of God" decks or generic white removal decks. White just doesn't have the synergy or card drawing that other colors have which allows you to see more of your deck and try to build a cohesive strategy.

    So to fix it I've done the biggest replacement since the start of the cube, which is ~12 white cards (and a couple multicolor cards). I've removed some of the generic weenies + removal cards in lieu of a flicker-type strategy. A few of these cards are:
    Flickerwisp
    Glimmerpoint Stag
    Galepowder Mage
    Stonecloaker
    Whitemane Lion
    Brago, King Eternal
    Karmic Guide
    Cloudgoat Ranger
    Custodi Soulbinders
    You can probably see a theme here, that also fits in with stuff already in the cube like Taj-Nar Swordsmith, and also provides some awesome synergy with other colors' creatures. I don't think I'm done with balance yet, but now white has something that it can do that adds both synergy and playskill relevancy (which people always enjoy).

    Lastly,
    Synergy is everything:
    This is something that sounds obvious at first, so let me explain it with some examples. I try to strictly avoid cards that win the game immediately, not only because it shuts off interaction, but because those cards are generally good in everything. Something that is a stand out card on its own, like Liliana of the Veil that literally every black deck would love to play adds no strategy or fun to making a deck. You see Liliana and you're going black? You take her. The same goes with most Jaces and even stuff like Mind Grind that every deck playing those colors in a cube should take immediately. My overall strategy is to make a cube where people make decks that have strategies other than "drop one of my 4 planeswalkers and ride it to victory." If you go through the cards in the cube list you'll notice that there are almost no vanilla creatures, and most of the cards aren't game winning on their own. Flickerwisp is a good card, but you need something alongside it to make it a great card. Dark Confidant is another kind of no brainer card that you want in pretty much all black decks, so I went with Dark Tutelage to spice it up. That card you really need to commit to, whereas Dark Confidant has a pretty easy panic button of just killing your own creatures.

    The other aspect is to pick cards that have decks behind them. Wee Dragonauts, Wild Mongrel+Vengevine, even Eidolon of Blossoms+any enchantments are all decks that are fun to build, play, and give you a different experience each cube. Many cubes you just pick a color combination and then drafts the bombs + removal in that color, and if you like picking the same color each time you get pretty much the exact same style deck each time. Lowering the power a bit (as I talked about in the paragraph above) lets synergy and strategy flourish, instead of just powerful bombs.

  3. #3
    Member

    Join Date

    Jun 2012
    Location

    Berlin, Germany
    Posts

    33

    Re: [Cube] The mid-power no planeswalkers cube

    Quote Originally Posted by Phoenix Ignition View Post
    I mainly just wanted to post this so I can hover my mouse over cards to see them quickly, but if you have the option to somehow play it, you should give it a shot, everyone has enjoyed it so far.
    If you have an Excel spreadsheet of your cube, you could just upload it to cubetutor.com. Once, you uploaded your list the site provides a list with mouse-over, a visual spoiler and the opportunity to test-draft your cube.

  4. #4
    Here I Rule!!!!!!!!!!
    Phoenix Ignition's Avatar
    Join Date

    Oct 2008
    Location

    Minneapolis MN
    Posts

    2,287

    Re: [Cube] The mid-power no planeswalkers cube

    Quote Originally Posted by Mister M. View Post
    If you have an Excel spreadsheet of your cube, you could just upload it to cubetutor.com. Once, you uploaded your list the site provides a list with mouse-over, a visual spoiler and the opportunity to test-draft your cube.
    Sounds like a cool site, I'll check it out.

    Many changes have happened in the cube, all are updated in the OP. White is now one of the most fun colors and it's on red/black now to pick up their slack. Black has a lot of interesting strategies/flavorful cards, but I don't want them to be too narrow, so there's a balance that I'm still finding there (for example, Pox is awesome, but can't be played even in a majority of decks that play black due to the restrictive playstyle it requires).


    In other news, the Kaldra have been assembled and B.C. (on this site) won with it last week. He will be receiving the 3 cards signed, along with a little artistic depiction of the epic battle, and I'll buy another set of Kaldra. Seems like it'll be fun to turn that combo into a "you win, you get the cards" type of thing.

    Also, 3 weeks ago I was the first to assemble the Endless Horizons + Goblin Charbelcher mono-white combo and realized that you need 2 activations to kill someone if you're playing a 40 card deck with no mountains in it. Still works, still hilarious, but unexpectedly needs a mountain in the deck to work better.

  5. #5
    Here I Rule!!!!!!!!!!
    Phoenix Ignition's Avatar
    Join Date

    Oct 2008
    Location

    Minneapolis MN
    Posts

    2,287

    Re: [Cube] The mid-power no planeswalkers cube

    Quote Originally Posted by Phoenix Ignition View Post
    In other news, the Kaldra have been assembled and B.C. (on this site) won with it last week. He will be receiving the 3 cards signed, along with a little artistic depiction of the epic battle, and I'll buy another set of Kaldra. Seems like it'll be fun to turn that combo into a "you win, you get the cards" type of thing.


    Just a fun thing to do with your cube, give out prizes for specific things.
    The two in my cube are assemble all 3 Kaldra and assemble all 5 Hondens (likely impossible). Haven't thought of anything else that would be difficult enough to need a reward.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)