|
Post by yugular on Aug 24, 2012 0:18:57 GMT -5
If you have a 360, I wouldn't run the cantrip trinity, probarbly cutting brainstorm. Also, Troubled Healer is insane, run it! I would Seriously all three cantrips are awesome and go into most of the decks that run Islands. They are one of the most flexible and powerful cards in common cube. Nowhere near the cuts.
|
|
|
Post by yugular on Aug 24, 2012 0:23:45 GMT -5
Few cards added to the cube: white: Attended Knight blue: Archaeomancer black: Geth's Verdict, Vile Rebirth green: Scorned Villager, Primal Huntbeast
|
|
elmo
New Member
Posts: 16
|
Post by elmo on Aug 27, 2012 2:45:54 GMT -5
I would Seriously all three cantrips are awesome and go into most of the decks that run Islands. They are one of the most flexible and powerful cards in common cube. Nowhere near the cuts. While I agree that brainstorm is a good card, it looses so much of its power without atleast 5-6 shuffle effects. Meaning you need about 20 of them in your entire 360 cube. If you look at the comunity cube which is 450 and running such hits like Feldons Cane, it only has 19 shuffle effects. I don't think it's consisnent enough
|
|
|
Post by yugular on Aug 27, 2012 10:58:33 GMT -5
It does suffer from that for sure. I still think it is good enough to make the cut. But we can continue that discussion when im done and I know exactly the contents of the cube... At this point is is hard to compare it to other choices...
|
|
|
Post by yugular on Nov 15, 2012 2:19:38 GMT -5
My Land section so far:
5 Guildgates: Azorius Guildgate Golgari Guildgate Izzet Guildgate Rakdos Guildgate Selesnya Guildgate
10 Karoos: Azorius Chancery Dimir Aqueduct Rakdos Carnarium Gruul Turf Selesnya Sanctuary Orzhov Basilica Izzet Boilerworks Boros Garrison Simic Growth Chamber Golgari Rot Farm
3 Other: Evolving Wilds Terramorphic Expanse Transguild Promenade
|
|
|
Post by grumpyoldgamer on Nov 15, 2012 19:07:49 GMT -5
My Land section so far: (...) Looks good. What is the Cube's breakdown? How many cards per sections?
|
|
|
Post by yugular on Nov 16, 2012 6:26:05 GMT -5
My Land section so far: (...) Looks good. What is the Cube's breakdown? How many cards per sections? Nothing is set to stone yet. Maybe around 55cards per color and 2-3 per guild etc
|
|
|
Post by grumpyoldgamer on Nov 17, 2012 6:33:21 GMT -5
Ok, so you'll probably add more cards to your Land section. Well, Rupture Spire is an option if you want another Transguild Promenade. And there's always Shimmering Grotto for yet another 5-color land. Do you intend to play the Borderposts?
As utility land, I'm a big fan of Haunted Fengraf. Mid-game, it's gas.
Halimar Depths and Teetering Peaks also seem like solid options in a Pauper Cube. Nice interaction with Ghostly Flicker.
|
|
|
Post by yugular on Nov 17, 2012 10:12:17 GMT -5
I am still unsure about Borderposts. How do they actually function? I have never ever played a deck with borderpost in it... I have 2 of them already as foils though...
|
|
|
Post by grumpyoldgamer on Nov 17, 2012 12:03:53 GMT -5
Early game they act as allied-color dual lands that comes into play tapped. You basically trade one of your land drop for a Borderpost. Mid-game you can cast them and they can act as mana rocks instead.
Obviously if your opponent is running artifact hate there is a risk for your Borderpost to be destroyed, which can be problematic if it happens in the first few turns of a game. But the risk is probably not that high in a Pauper-based limited format.
Personally I'd play the Borderposts before the Guildgates. Their dual role, as mana fixers or mana accelerators, is pretty good. And being able to bring a basic land to your hand is an interesting side-effect, whether to trigger Landfall or deal with discard effects or such. Of course, in a 360 Cube you'll be running... what...? 35-40 lands? So you can run all of those easily.
|
|