Mr. Kris
Is Super Cool
Sexay Ma-chine
Posts: 198
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Post by Mr. Kris on May 24, 2012 1:00:55 GMT -5
My Deckstats PageTapped Out Page if you want to pull some packs...Fair warning: There is one card of dubious printing. I've included Arena (the land from Time Spiral that has NO RARITY SYMBOL). If it proves to be WAAAAAY to powerful it will be removed, but I feel that a repeatable Prey Upon is good enough to include but is not super busted. Plus the opponent gets to pick the creature they want to fight with... so there's that too. Changelog: 9/26/12: Changed some things around, put the cube up on Deckstats. 5/16/13: Super Major Gigantor Update to the cube.
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Post by nyukon on May 24, 2012 18:37:12 GMT -5
It looks pretty good my only question for you is do you plan on running snow-covered land because with out alot of snow permanents Rimewind Taskmage is a dead card. I'm not to hot on the Seal of cleansing either but other than that good job I give it 4.67 stars.
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Post by troleeboy on May 24, 2012 19:01:25 GMT -5
Seems pretty awesome. Be sure to let us know how it plays.
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Mr. Kris
Is Super Cool
Sexay Ma-chine
Posts: 198
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Post by Mr. Kris on May 27, 2012 15:57:48 GMT -5
Its designed as a six person cube. 30 basic landstotal, looking at probably 15-20 of them as snow. That way its a bit of a crap shoot if you need them or not. Thinking of putting a snowwalker or two in the cube now that i think about it.
I was able to trade for a Priest of Titania. Is she good enough that i should warp the cube to include more elves? I think I'm round about 10 or so.
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Mr. Kris
Is Super Cool
Sexay Ma-chine
Posts: 198
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Post by Mr. Kris on Sept 26, 2012 13:03:51 GMT -5
My Deckstats page for my cube.I'm really looking forward to Return to Ravinca, some pretty good RED and Black creatures, along with the Mulitcolor and Gold sections. Overall I think is a pretty good first set for C/Cubes.
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Mr. Kris
Is Super Cool
Sexay Ma-chine
Posts: 198
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Post by Mr. Kris on Sept 28, 2012 14:39:46 GMT -5
So major changes to the cube.
1) Took out the snow theme. Too sporadic for 1-2 cards per color. Plus Snow Islands are like a $1 in paper. Ech.
2) Took out Mill from Blue, and I added in evasive/value creatures like Sea Gate Oracle, Mnemonic Wall, and Welkin Tern.
3) Added more early drops for White.
4)Green got a revamp in the 1cc and 3-5cc drop range. Ramp is significantly better.
5) Black's removal was changed (Took out Murder, added in Eyeblights Ending/Rend Flesh), and took out Land Destruction. I figured since all the spells were 1BB anyway, that was a big hinderance to drafting possibly one or two of those cards. Added in "suicide" creatures in the form of Fledgling Djinn, Erg Raiders, and Foul Imp.
6) Dumped some of the "suckier" equipments, and "mana-rocks". Still deciding if I want my Mulitcolor/Hybrid section to be 30 or 40 cards.
I definitely want this cube to be a bit more aggro focused, hence why blue is lacking in some of the better counterspells and you see an abundance of Sleep and Boomerang effects. I'm still experimenting with keeping the creatures on the low side (1-3 toughness) with green getting a few bigger beaters. I envision a fast, aggro heavy format, with pump and removal mostly being for getting rid of blockers (sorcery speed).
I like to turn guys sideways. Do you have any suggestions to help that along?!
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Mr. Kris
Is Super Cool
Sexay Ma-chine
Posts: 198
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Post by Mr. Kris on Oct 2, 2012 1:39:22 GMT -5
Went to the hobby shop to play some EDH, and lo and behold, traded a Predator Ooze, Oblivion Ring, Foil Reverberate and Foil Blazing Archon for: Arena (Time Spiral) Foil Harrow Shelter Reliquary Tower (EDH) Old Border Rancor Abolish (EDH) Library of Leng (White Border - EDH) Twisted Abomination (Old Border - Foil) Was also able to trade a playset of Blood Artists for 2 Chandra, the Firebrand. All in all a pretty goo day at the tables. OH and I won my first 1v1 with my BW Stax EDH deck. Really hope that we get a cool new BW general for EDH when Gatecrash comes though. I'm tired of people hating me out of the game cuz they think I'm going to go infinite with Sanguine Bond/Exquisite Blood or play Token.dek.
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elmo
New Member
Posts: 16
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Post by elmo on Oct 9, 2012 14:11:02 GMT -5
Where are the signets? They are the best fixing after karoos. No reason not to run them.
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Post by grumpyoldgamer on Oct 9, 2012 20:30:02 GMT -5
Where are the signets? They are the best fixing after karoos. No reason not to run them. I respectfully disagree. There is plenty of reason not to run Signets in Cube. Maybe he wants other Artifacts to take on that role. Maybe he wants Green to provide the bulk of ramp and mana fixing. Maybe he simply wants to limit multi-color strategies and reinforce mono-colored ones. The fact is that as long as a Cube is intelligently build and balanced, there is no must-haves and staples. It's all builder's prerogative.
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Mr. Kris
Is Super Cool
Sexay Ma-chine
Posts: 198
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Post by Mr. Kris on Oct 10, 2012 1:09:41 GMT -5
Where are the signets? They are the best fixing after karoos. No reason not to run them. I respectfully disagree. There is plenty of reason not to run Signets in Cube. Maybe he wants other Artifacts to take on that role. Maybe he wants Green to provide the bulk of ramp and mana fixing. Maybe he simply wants to limit multi-color strategies and reinforce mono-colored ones.The fact is that as long as a Cube is intelligently build and balanced, there is no must-haves and staples. It's all builder's prerogative. Grumpy pretty much nailed it there. I've decided that "Ramp" strategies are best in Green's domain (if not, then you're left with "Fatties" and Pump... whoopee!). If you're not in green and you want ramp, then the Ravnica Karoos or the few mana rocks (Sisay's Ring et al) are pretty much all you get. On top of that, I really like the strength of Mono and Dual color decks. Yes if you're focused, you could draft a three (or even four or five if the table is in your favor), but Mono (& Splash a 2nd color) Aggro is probably the strongest you can draft in my cube and most other decks don't really want to mess around ramping/fixing into something on turn 2 or 3 when you could possibly have 5 damage at you.
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elmo
New Member
Posts: 16
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Post by elmo on Oct 10, 2012 8:49:39 GMT -5
I respectfully disagree. There is plenty of reason not to run Signets in Cube. Maybe he wants other Artifacts to take on that role. Maybe he wants Green to provide the bulk of ramp and mana fixing. Maybe he simply wants to limit multi-color strategies and reinforce mono-colored ones.The fact is that as long as a Cube is intelligently build and balanced, there is no must-haves and staples. It's all builder's prerogative. Grumpy pretty much nailed it there. I've decided that "Ramp" strategies are best in Green's domain (if not, then you're left with "Fatties" and Pump... whoopee!). If you're not in green and you want ramp, then the Ravnica Karoos or the few mana rocks (Sisay's Ring et al) are pretty much all you get. On top of that, I really like the strength of Mono and Dual color decks. Yes if you're focused, you could draft a three (or even four or five if the table is in your favor), but Mono (& Splash a 2nd color) Aggro is probaly the strongest you can draft in my cube and most other decks don't really want to mess around ramping/fixing into something on turn 2 or 3 when you could possibly have 5 damage at you. I think I said it wrong, there are reason not to run the signets. For example, you hate the signets, or you hate enemy colored decks, maybye you hate multicolor in general and only want monocolored decks to be playable. But i don't think those are good ideas, or leaD to interesting gameplay. Even if you run the signets, green will still have the best ramp, since creature ramp is about 2* as good as regular noncreature ramp, because of equipments, dmg and blocking. Saying that there are are no staples is a wrong IMO, for example, running a cube without lightning bolt, would be wrong 99% of the time. As would be running a powered cube without mox jet If you think signets aren't good enough, just try them, for they are amaizing
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Mr. Kris
Is Super Cool
Sexay Ma-chine
Posts: 198
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Post by Mr. Kris on Oct 10, 2012 11:24:24 GMT -5
I actually have run the signets. I'm not sure if you look at other cubes, but a few other designers have taken then out too. I think it comes down to how you envision your cube to run. If you want Mana fixing to be prevalent, Dual and Tri color decks to be great, and all the decks to run as smooth as smooth can be, then yes, Signets, Karoos, the new Gate Lands, they are all needed. I though, want Mono colored decks to have a fighting chance, and I feel that to do that, some fixing has to be neutered to give the mono aggro decks a better chance to "do their thing".
If you take a look at some of the other parts of my cube you'll see that: 1) I favor creatures over spells. Case in point Gatecreeper Vine over Rampant Growth 2) Aggro is pushed. I personally like attacking with creatures, and want this cube to be as fast as possible. 3) Blue control is not traditional "Draw-Go". It's more of a "Draw - tap your stuff so you can't attack & swing over you in the air - Go".
Because of these things that I've established, I've chosen to exclude signets. I feel that they don't have space in the cube with these strategies, when you're trying to get out your dudes turns 1-2-3. Maybe down the road I'll see if they merit inclusion if a certain strategy comes into play in a new set, but for now, they are out, and I'm ok with that.
I also don't think it right to say that since something is a "staple" that it HAS to be run in cube. Lightning Bolt is good because it's 1 Mana, and 3 damage, and anyone could splash red for it.
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Post by nyukon on Oct 12, 2012 5:10:49 GMT -5
The signets are great but they do kinda slow decks up the Crew lands and now with the addition of the Guild gates the signets really aren't needed all that much I know we took them out of the community cube.
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Mr. Kris
Is Super Cool
Sexay Ma-chine
Posts: 198
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Post by Mr. Kris on Dec 20, 2012 15:59:45 GMT -5
So I've been thinking of Counterspells since PttP Episode 88, and I'm thinking that the Hard Counterspells are strong, but are too general in use so out they go, and in comes "soft" or situational counters.
The thought is that the blue player (whether splashed or mono) will be less inclined to keep up mana to counter that big spell, and in essence hold up the game, and instead run out his threats and use his dispel to keep the red player off of his fireball, or the green player from dropping his 5 drop on turn 3.
My outright goal in these changes is to speed up games, and though it is possible to draft the "control" deck, I would much rather see the "tempo" decks flourish than the full on "draw-go".
Currently my counterspells are as follows:
"Hard" Counterspells 1 Counterspell 1 Deprive 1 Condescend 1 Exclude 1 Prohibit
Situational / "Soft" Counterspells 1 Mana Tithe 1 Daze 1 Miscalculation 1 Memory Lapse 1 Force Spike
Now the question that I've been asking myself is this: Are Mana Tithe/Daze really "soft" counters? Most often since they are 1 mana (or in the case of Daze - usually free) they are being used to actually "kill" a spell instead of just force the opponent into paying the extra one. Should these also be taken out, for things like Disrupt/Dispel & Essence Scatter?
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Post by yugular on Dec 22, 2012 1:02:32 GMT -5
The purpose of a counterspell is to counter a spell, not to make it cost more (that would be card disadvanatage). I would leave in hard counterspells they are usually card parity at most and serve a purpose in the game. They also force players to think and play better.
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