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PJOmega posted:Wish they'd make a cycle like They could make those just cost 2 generic mana and they'd still be fine. Diamonds suck.
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# ¿ Nov 16, 2017 06:56 |
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# ¿ May 21, 2024 07:58 |
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Elyv posted:Pillar of Origins and Corrupted Grafstone make it pretty clear that diamonds are actually better than they want 2 mana mana rocks to be these days so your only real chance is in a supplemental. When is the last time a etbt mana rock saw standard play? Because that's just frustrating imo.
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# ¿ Nov 16, 2017 07:05 |
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I want to be the guy that drafts a RW deck with 5 Path and 5 Bolt
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# ¿ Feb 10, 2018 18:20 |
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Dire Fleet Daredevil is such a great red cube card
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# ¿ Apr 9, 2018 17:46 |
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New Squee is also likely gonna be good in most cubes
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# ¿ Apr 24, 2018 03:23 |
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whydirt posted:Purely on power level, the new one is worse than the original for the most common use of the card (reuseable discard fodder). Casting a 2/1 from the grave or exile isn’t super hot. He's a recurrable blocker, sword carrier, sac fodder, etc. and can be reused multiple times a turn if you've got mana. Probably not great in powered cubes but for the rest I imagine he'll do good work.
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# ¿ Apr 25, 2018 20:06 |
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WAR feels like it was designed specifically to cater to people who like building cubes, these spoilers are excellent.
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# ¿ Apr 2, 2019 02:51 |
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Comedy option: something like Desert Cube but with (proxied) Bazaar of Baghdads and heavily skewing toward Black.
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# ¿ Aug 18, 2020 04:47 |
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PJOmega posted:It's pretty easy to build the perfect cube, the real difficulty is getting 360 Mulldrifters. For real mulldrifter is such a great card and it's a drat shame it's mechanical flavor means it'll never get printed in a real limited environment again. An all-star in most cubes for sure.
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# ¿ Jul 2, 2022 04:36 |
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This is kind of generalist advice that may be missing some particulars of yours that I missed after giving it a ~10 minute twice over, but one mistake I think you've made that is actually quite common for cubes is underestimating the requirements for a proper aggro deck to work. The crux of the issue is that in order for an aggro deck to not run out of gas and get out-valued by a typical cube midrange goodstuff pile, it needs to hit the ground running and do it reliably, and it can't compromise. In a cube that isn't deliberately low powered, an aggressive one drop creature (2 power without a significant drawback, sometimes with upside) is extremely strong on turn one, decent on turn two, and then gets pretty bad after that. So if you're going to include them in a deck with mind to be aggro, you need to have a sufficient density of them that you can reliably get one on turn one and then end the game quickly enough that you're not topdecking them on turns 5-7 against larger threats that make them irrelevant. You also need to be able to cast them on turn one, which means either picking up a lot of support in one color or having a few dual lands that come in untapped on turn one. This is not necessarily something you'll want to design for, because it has a lot of requirements - identifying which colors you want to have aggro support (usually white, red, black) and including several each aggressive one and two drops for each of those colors, plus land to support it. In small cubes, some people accomplish this by having asymmetric dual land cycles - control color pairs get powerful etbt duals like Celestial Colonnade, aggro color pairs get reliable fast duals like Mirrodin/Kaladesh fastlands for WBR pairs, etc. But that all has the tradeoff of cutting more cards from those colors. There's nothing wrong with not wanting to do that, especially in a small sized cube.
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# ¿ Jan 2, 2023 21:31 |
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Yeah it is really tricky to balance several different archetypes and the smaller the size the harder that is. Honestly with only 360 cards I'm not sure if it is worth it to try to support a fast aggro deck.
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# ¿ Jan 5, 2023 01:47 |
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# ¿ May 21, 2024 07:58 |
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Its pretty much the default. All draft decks become midrange unless specialized in another direction.
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# ¿ Jan 5, 2023 03:19 |