This cube intends to consist of the best cards printed to date. Cards are organized by their functional color instead of their printed color. For example Vedalken Shackles is functionally blue and Kird Ape is functionally Red/Green, which means these cards fight for a spot in their functional color rather than their printed color.
Recent update explanation
The most recent update color aligns cards into a color aligned category rather than printed color. This process is incomplete and some card still need to be cut/added this is most obvious in the colorless section while we try out a few artifacts that we have been curious about.
Academy at Tolaria West Plane - Dominaria At the beginning of the end step, if you have no cards in hand, draw 7 cards. | Whenever you roll :chaos:, discard your hand. #01/40 from Strike Force Source: Product Box Shot, Gencon
The Æther Flues Plane - Iquantana
When you planeswalk to The Æther Flues or at the beginning of your upkeep you may sacrifice a creature. If you do, reveal cards from the top of your library until you reveal a creature card, put that card onto the battlfield then shuffle all other cards revealed this way into your library. | Whenever you roll :chaos:, you may put a creature card from your hand onto the battlefield. #02/40 from Zombie Empire
Agyrem Plane - Ravnica
Whenever a white creature is put into the graveyard from the battlefield, return it to the battlefield under its owner's control at the beginning of the next end step.
Whenever a nonwhite creature is put into the graveyard from the battlefield, return it to its owner's hand at the beginning of the next end step. | Whenever you roll :chaos:, creatures can't attack you until a player planeswalks. #03/40 from Strike Force Source: Magic Arcana
Bant Plane - Alara Each creature has exalted. (Whenever a creature attacks alone, it gets +1/+1 until end of turn for each instance of exalted among creatures its controller controls.) | Whenever you roll :chaos:, put a divinity counter on target green, white or blue creature. That creature is indestructible as long as it has a divinity counter on it. #04/40 from Metallic Dreams Source: Twitter, Magic Arcana
Cliffside Market Plane - Mercadia
When you planeswalk to Cliffside Market or at the beginning of your upkeep, you may exchange life totals with target player. | Whenever you roll :chaos:, exchange control of two target permanents that share a type. #05/40 from Zombie Empire
The Dark Barony Plane - Ulgrotha
Whenever a nonblack card is put into a player's graveyard from anywhere, that player loses 1 life. | Whenever you roll :chaos:, each opponent discards a card. #06/40 from Zombie Empire
Eloren Wilds Plane - Shandalar Whenever a player taps a permanent for mana, that player adds one mana to his or her mana pool of any type that permanent produced. | Whenever you roll :chaos:, target player can't cast spells until a player planeswalks. #07/40 from Elemental Thunder Source: Magic Arcana
The Eon Fog Plane - Equilor Players skip their untap steps. | Whenever you roll :chaos:, untap all permanents you control. #08/40 from Metallic Dreams Source: Magic Arcana
Feeding Grounds Plane - Muraganda Red spells cost 1less to cast. Green spells cost 1less to cast. | Whenever you roll :chaos:, put X +1/+1 counters on target creature, where X is that creature's converted mana cost. #09/40 from Elemental Thunder Source: Magic Arcana
Fields of Summer Plane - Moag Whenever a player casts a spell, that player may gain 2 life. | Whenever you roll :chaos:, you may gain 10 life. #10/40 from Zombie Empire
The Fourth Sphere Plane - Phyrexia
At the beginning of your upkeep, sacrifice a nonblack creature. | Whenever you roll :chaos:, put a 2/2 black Zombie creature token onto the battlefield.
#11/40 from Zombie Empire
Source: Product Box Shot
Glimmervoid Basin Plane - Mirrodin Whenever a player casts an instant or sorcery spell with a single target, he or she copies that spell for each other spell, permanent, card not on the battlefield, and/or player the spell could target. Each copy targets a different one of them. | Whenever you roll :chaos:, choose target creature. Each player except that creature's controller puts a token onto the battlefield that's a copy of that creature. #12/40 from Strike Force Source: Magic Arcana
Goldmeadow Plane - Lorwyn Whenever a land enters the battlefield, that land's controller puts three 0/1 white Goat tokens onto the battlefield. | Whenever you roll :chaos:, put a 0/1 white Goat token onto the battlefield. #13/40 from Metallic Dreams Source: Magic Arcana
The Great Forest Plane - Lorwyn Each creature assigns combat damage equal to its toughness rather than its power. | Whenever you roll :chaos:, creatures you control get +0/+2 and gain trample until end of turn. #14/40 from Elemental Thunder Source: Magic Arcana
Grixis Plane - Alara Blue, black, and/or red creature cards in your graveyard have unearth. The unearth cost is equal to the card's mana cost. (Pay the card's mana cost: Return it to the battlefield. The creature gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) | Whenever you roll :chaos:, put target creature card in a graveyard onto the battlefield under your control. #15/40 from Zombie Empire Source: Product Box Shot
The Hippodrome Plane - Segovia All creatures get -5/-0 | Whenever you roll :chaos:, you may destroy target creature if its power is 0 or less. #16/40 from Metallic Dreams Source: Product Box Shot, Mana Nation, Magic Arcana
Immersturm Plane - Valla Whenever a creature enters the battlefield, that creature's controller may have it deal damage equal to its power to target creature or player of his or her choice. | Whenever you roll :chaos:, exile target creature, then return it to the battlefield under its owner's control. #17/40 from Elemental Thunder Source: Magic Arcana
Isle of Vesuva Plane - Dominaria Whenever a nontoken creature enters the battlefield, its controller puts a token onto the battlefield that's a copy of that creature. | Whenever you roll :chaos:, destroy target creature and all other creatures with the same name as that creature. #18/40 from Elemental Thunder Source: Planechase Rules, Magic Arcana
Izzet Steam Maze Plane - Ravnica Whenever a player casts an instant or sorcery spell, that player copies it. The player may choose new targets for the copy. | Whenever you roll :chaos:, instant and sorcery spells you cast this turn cost 3 less to cast. #19/40 from Strike Force Source: Product Box Shot, Magic Arcana
Krosa Plane - Dominaria All creatures get +2/+2. | Whenever you roll :chaos:, add WUBRG to your mana pool. #20/40 from Metallic Dreams Source: Magic Arcana
Lethe Lake Plane - Arkhos
At the beginning of your upkeep put, the top 10 cards of your library into your graveyard. | Whenever you roll :chaos:, target player puts the top ten cards of his or her library into his or her graveyard. #21/40 from Zombie Empire
Llanowar Plane - Dominaria All creatures have ": Add to your mana pool." | Whenever you roll :chaos:, untap all creatures you control. #22/40 from Elemental Thunder Source: Magic Arcana
The Maelstrom Plane - Alara When you planeswalk to The Maelstrom or at the beginning of your upkeep, you may reveal the top card of your library. If it's a permanent card, you may put it onto the battlefield. Otherwise, put that card on the bottom of your library. | Whenever you roll :chaos:, return target permanent card from your graveyard to the battlefield. #23/40 from Metallic Dreams Source: Product Box Shot, Gencon Photo
Minamo Plane - Kamigawa Whenever a player casts a spell, that player may draw a card. | Whenever you roll :chaos:, each player may return a blue card from his or her graveyard to his or her hand. #24/40 from Metallic Dreams Source: Release Event Advertisement, Magic Arcana
Murasa Plane - Zendikar Whenever a nontoken creature enters the battlefield, its controller may search his or her library for a basic land card, put it onto the battlefield tapped, then shuffle his or her library. | Whenever you roll :chaos:, target land becomes a 4/4 creature that's still a land. #25/40 from Elemental Thunder Source: Magic Arcana
Naar Isle Plane - Wildfire
At the beginning of your upkeep, put a flame counter on Naar Isle, then Naar Isle deals damage to you equal to the number of flame counters on it. | Whenever you roll :chaos:, Naar Isle deals 3 damage to target player. #26/40 from Strike Force Source: Magic Arcana
Naya Plane - Alara You may play any number of additional lands on each of your turns. | Whenever you roll :chaos:, target red, green, or white creature you control gets +1/+1 until end of turn for each land you control. #27/40 from Elemental Thunder Source: Magic Arcana
Otaria Plane - Dominaria Instant and sorcery cards in graveyards have flashback. The flashback cost is equal to the cards mana cost. (Its owner may cast the card from his or her graveyard for its mana cost. Then he or she exiles it.) | Whenever you roll :chaos:, take an extra turn after this one. #28/40 from Strike Force Source: Magic Arcana
Panopticon Plane - Mirrodin When you planeswalk to Panopticon draw a card. At the beginning of each player's Draw step, that player draws a card. | Whenever you roll :chaos:, you may draw a card. #29/40 from Metallic Dreams Source: Product Box Shot, GenCon, Magic Arcana
Pools of Becoming Plane - Bolas's Meditation Realm At the beginning of your end step, put the cards in your hand on the bottom of your library in any order then draw that many cards. | Whenever you roll :chaos:, reveal the top three cards of your planar deck. Each of the revealed cards' abilities triggers. Then put the revealed cards on the bottom of your planar deck in any order. #30/40 from Zombie Empire Source: Product Box Shot
Raven's Run Plane - Shadowmoor All creatures have wither. (They deal damage in the form of -1/-1 counters.) | Whenever you roll :chaos:, put a -1/-1 counter on target creature, two -1/-1 counters on another target creature, and three -1/-1 counters on a third target creature. #31/40 from Zombie Empire
Sanctum of Serra Plane - Serra's Realm When you planeswalk away from Sanctum of Serra, destroy all nonland permanents. | Whenever you roll :chaos:, you may have your life total become 20. #32/40 from Metallic Dreams Source: Planechase Rules
Sea of Sand Plane - Rabiah
Players reveal each card they draw.
Whenever a player draws a land card, that player gains 3 life.
Whwnever a player draws a nonland card, that player loses 3 life. | Whenever you roll :chaos:, put target permanent on top of its owner's library. #33/40 from Zombie Empire
Shiv Plane - Dominaria
All creatures have "R: This creature gets +1/+0 until end of turn." | Whenever you roll :chaos:, put a 5/5 red Dragon creature token with flying onto the battlefield. #34/40 from Strike Force Source: Magic Arcana
Skybreen Plane - Kaldheim Players play with the top card of their libraries revealed. Spells that share a card type with the top card of a library can't be cast. | Whenever you roll :chaos:, target player loses life equal to the number of card in his or her hand. #35/40 from Strike Force Source: Magic Arcana
Sokenzan Plane - Kamigawa
All creatures get +1/+1 and have haste. | Whenever you roll :chaos:, untap all creatures that attacked this turn. After this main phase there is an additional combat phase followed by an additional main phase. #36/40 from Strike Force Source: Magic Arcana
Stronghold Furnace Plane - Rath If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead. | Whenever you roll :chaos:, Stronghold Furnace deals 1 damage to target creature or player. #37/40 from Strike Force Source: Product Box Shot, Gencon
Turri Island Plane - Ir Creature spells cost 2less to cast. | Whenever you roll :chaos:, reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest into your graveyard. #38/40 from Elemental Thunder Source: Magic Arcana
Velis Vel Plane - Lorwyn Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. | Whenever you roll :chaos:, target creature gains all creature types until end of turn. #40/40 from Elemental Thunder Source: Magic Arcana
I'd like to be the first to say: Welcome to the Cube Forum!
Wow. For the first time, I don't have to say anything about your Gold section. Nice and trimmed. But the OCD within is writhing painfully at that Lighting Angel. D:
The double-cost 2 drops are OK in moderation. I make an effort to keep away from them except when the sheer power level of the cards demand it (Soltari Priest, for example)
I don't know if I could ever convince myself to cut my gold section down to only 3 cards per combination. Nice and tight.
I'm sure you will get pummeled with suggestions, but since you already seem to have your cube on deckstats.net, you can post your link in the Cube Comparison Thread and eidolon232 will compile a list for you of all the commonly used cards you are missing and the uncommonly used cards you currently have in.
1.) The WW weenies will be coming in soon, maybe next update. Which of the WW costed guys deserve the most attention?
2.) I am going to wait on posting the deckstats link until I get the WW in and make a few other changes that have been brewing. The reason for this is that I already know I have a cards that could be improved upon and would rather see where I stand after the changes that appear obvious to me.
3.) I just got back from a week long camping trip that involved quite a few drafts with five friends. I had mentioned that I would be testing Raze in the card evaluation thread. So far so good. It's clear card disadvantage but in the aggro vs. control match-up, it seems worth it. The tempo loss is completely unnoticeable in a aggro deck and the card disadvantage seems to be worth it to gain a third piece of land destruction that can be played as early as turn 1. Raze was drafted and ran in just about every red aggro deck over the week and I was impressed by how often it would completely mana screw a control player's fixing or just take out an early problem land. This card is a better fit than I would have ever expected and would easily make the final 40 of any r/x aggro deck I ever drafted.
2)You can just upload a new list after you are done with your updates, since when I am updating the result thread it doesn't really matter how many lists have changed.
Sure thing. I'm not sure if I am supposed to havea login to deckstats or something to maintain a single url. If that's the case I'll have to get back to you.
This sounds like Raze was really good for you, but would you keep it if after you have to cut ~3 red cards to shrink everything down to 360 cards?
You know, I'm not sure yet. It may just be the excitement of a new card so I may feel different later but as of right now it would make the final 40 over stone or molten rain in an aggro deck, midrange and control would be another story. It was just way too slick along side of Wasteland, Strip Mine, and Rishidian Port as a forth early land denial option that also kept all the benefits of the 3cc spells when used in a aggro deck. I've disliked the card for years, so I guess time will tell if it's quality is skewed for the better in cube or if it's just new card excitement. I'll continue to use it and try to keep a fair look at whether or not card disadvantage is too big of a negative.
Ok so I'm thinking something like this. I already have a pretty good feeling most people would cut the Guilded Lotus instead of Thran, the reason lotus is not seeing a cut is because of a strong support from my playgroup to keep it in. Other than that is there anything glaringly wrong with these changes?
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
How do you play with the Vanguards? Do you draft them first, after, etc? Any reason you don't simply use them all?
We usually will do it 1 of 2 ways. 1.) We roll dice highest chooses one first and so on. 2.) We distribute them face down before the draft begins so only you know what you have.
We have 8 because I bought them as a trial run. I wanted enough to support a 8 man draft but didn't want to drop serious cash on the more expensive ones. I made a list of all the vanguard in excel with their name in one column followed by a deck type they would most benefit with the options being, aggro, mid-range, control, any. Then I added price in the next column over. These 8 were chosen because they seemed to be some what balanced in comparison to one another and had some what equal support of the different deck types, and most importantly didn't cost a ton of money to just test. They are kinda fun to pull out every once in a while, especially mixed with the other over-sized card sets that have been released but I don't think we'll be picking up the rest anytime soon.
We've actually had these vanguard for a while. Squee is very open ended but he is a favorite in 2hg with a control deck.
In my experience Sissay is the most busted one out of these eight, followed by hannah (edit: which I thought was disagreeing with you when I wrote this but you said the same thing :x) It seems like they were counting on mana burn when they designed Sissay, which is a drawback that doesn't exist anymore.
If I remember correctly Gix and Titania were over the budget at the time I picked up these 8. If the price ever drops low I could see picking the rest up.
I have all the printed Vanguard cards and we sometimes cube with them. What we do is shuffle up the Vanguards and deal out three to each player, face down. Each player picks one and the other two go back to the main group, still face down. Then we draft as normal. After the draft, we reveal our avatar. We don't do Vanguard that often, but it's fun when we do.
Hanna is great. There's also one that allows you to put creatures that die on top of your library (It might be Volrath). I've found him to be really strong.
I agree that Riftwatcher is not as good as a lot of the WW guys. I agree with wtwlf's four.
I've said it before, but I'll say it again to hopefully prevent derailing: This post is not intended to discuss the merits of such a categorization change. This post is only to discuss the best way to place the cards into this new category. Please keep off topic discussion to yourself, at least in the immediate future while I try and make sense of this change.
Alright I am beginning to crunch the numbers on my new cube categorization. Right now I am working on multi-color. I will have 7 total per pair, which is the same as before. There will be 3 Mana Fixers and 4 Spells for every combination except the most commonly represented control guilds in this cube. Blue/Green, Blue/White, and Blue/Black each have 5 Mana Fixers and 2 Spells. Except for UG it is the same it has been in every color already because of the manlands representing gold cards. So as far as the numbers of mana vs spell, nothing changes except -1 UG spell +1 UG mana fixer.
This form of categorization is new to me and I am having some difficulties choosing which mana fixer should be represented. I am also re-working some gold choices while I'm in there, so please leave feedback on my card vs card below, keeping in mind that land and artifact cycles are being broken to suit specific guilds with the best possible tools.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
I see you opt for the Manland over the artifact mana here and in UW. I have been a little disappointed with the UW manland since I added it. I hope that this is just a fluke. Has it been working pretty good for you?
I've always had a hard time understanding the reasoning behind choosing the karoos or the guild lands. Did you choose the karoo land in UR strictly for the virtual card advantage or is there another advantage to it that Cascade Bluffs doesn't have?
I see you opt for the Manland over the artifact mana here and in UW. I have been a little disappointed with the UW manland since I added it. I hope that this is just a fluke. Has it been working pretty good for you?
yeah the blue/white and blue/black manlands have been good.
I really want to play with bit blast but not at the expense of cutting Blightning.
i love blightning a lot, so i can understand this. both options are card advantage, one is player burn and the other removal, so i guess it depends on which of those two you feel you need. bit blast is potentially much stronger but blightning is more consistent. i think blightning is ultimately weaker but not by a large margin.
I've always had a hard time understanding the reasoning behind choosing the karoos or the guild lands. Did you choose the karoo land in UR strictly for the virtual card advantage or is there another advantage to it that Cascade Bluffs doesn't have?
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Shadowmage Infiltrator is insane. There is no reason not to run that card in every single cube. Spite // Malice is pretty weaksauce. It wasn't even good enough for my classic cube.
Shadowmage Infiltrator is insane. There is no reason not to run that card in every single cube. Spite // Malice is pretty weaksauce. It wasn't even good enough for my classic cube.
I would like to get more feedback on my proposed changes specifically from you since you have had time to test similar changes in your cube. If you have time I'd appreciate it.
I would like to get more feedback on my proposed changes specifically from you since you have had time to test similar changes in your cube. If you have time I'd appreciate it.
Sure thing.
UB
I'd play the Tar Pit for sure, and one of the two artifact cards.
I'd cut Spite // Malice for Shadowmage Infiltrator, and have Oona take up the other slot.
I'd probably cut both the Signet and the Talisman and run Psychatog too.
UW
I'd run the Colonnade and one of the two artifacts. Whichever you like more.
I'd consider playing neither artifact and adding in Grand Arbiter Augustin IV.
BR
I'd cut Blightning and run Terminate, Bit Blast and Redcap.
GR
Looks pretty good, but I'd use Stormbind over Vol.
It does, thanks. I am taking everyones suggestions here along with the input of my group from earlier tonight and drafting up my new section in its entirety. Thanks to everyone who helped.
This cube intends to consist of the best cards printed to date. Cards are organized by their functional color instead of their printed color. For example Vedalken Shackles is functionally blue and Kird Ape is functionally Red/Green, which means these cards fight for a spot in their functional color rather than their printed color.
Recent update explanation
The most recent update color aligns cards into a color aligned category rather than printed color. This process is incomplete and some card still need to be cut/added this is most obvious in the colorless section while we try out a few artifacts that we have been curious about.
Card and Cuber Information
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Academy at Tolaria West
Plane - Dominaria
At the beginning of the end step, if you have no cards in hand, draw 7 cards.
| Whenever you roll :chaos:, discard your hand.
#01/40 from Strike Force
Source: Product Box Shot, Gencon
The Æther Flues
Plane - Iquantana
When you planeswalk to The Æther Flues or at the beginning of your upkeep you may sacrifice a creature. If you do, reveal cards from the top of your library until you reveal a creature card, put that card onto the battlfield then shuffle all other cards revealed this way into your library.
| Whenever you roll :chaos:, you may put a creature card from your hand onto the battlefield.
#02/40 from Zombie Empire
Agyrem
Plane - Ravnica
Whenever a white creature is put into the graveyard from the battlefield, return it to the battlefield under its owner's control at the beginning of the next end step.
Whenever a nonwhite creature is put into the graveyard from the battlefield, return it to its owner's hand at the beginning of the next end step.
| Whenever you roll :chaos:, creatures can't attack you until a player planeswalks.
#03/40 from Strike Force
Source: Magic Arcana
Bant
Plane - Alara
Each creature has exalted. (Whenever a creature attacks alone, it gets +1/+1 until end of turn for each instance of exalted among creatures its controller controls.)
| Whenever you roll :chaos:, put a divinity counter on target green, white or blue creature. That creature is indestructible as long as it has a divinity counter on it.
#04/40 from Metallic Dreams
Source: Twitter, Magic Arcana
Cliffside Market
Plane - Mercadia
When you planeswalk to Cliffside Market or at the beginning of your upkeep, you may exchange life totals with target player.
| Whenever you roll :chaos:, exchange control of two target permanents that share a type.
#05/40 from Zombie Empire
The Dark Barony
Plane - Ulgrotha
Whenever a nonblack card is put into a player's graveyard from anywhere, that player loses 1 life.
| Whenever you roll :chaos:, each opponent discards a card.
#06/40 from Zombie Empire
Eloren Wilds
Plane - Shandalar
Whenever a player taps a permanent for mana, that player adds one mana to his or her mana pool of any type that permanent produced.
| Whenever you roll :chaos:, target player can't cast spells until a player planeswalks.
#07/40 from Elemental Thunder
Source: Magic Arcana
The Eon Fog
Plane - Equilor
Players skip their untap steps.
| Whenever you roll :chaos:, untap all permanents you control.
#08/40 from Metallic Dreams
Source: Magic Arcana
Feeding Grounds
Plane - Muraganda
Red spells cost 1 less to cast.
Green spells cost 1 less to cast.
| Whenever you roll :chaos:, put X +1/+1 counters on target creature, where X is that creature's converted mana cost.
#09/40 from Elemental Thunder
Source: Magic Arcana
Fields of Summer
Plane - Moag
Whenever a player casts a spell, that player may gain 2 life.
| Whenever you roll :chaos:, you may gain 10 life.
#10/40 from Zombie Empire
The Fourth Sphere
Plane - Phyrexia
At the beginning of your upkeep, sacrifice a nonblack creature.
| Whenever you roll :chaos:, put a 2/2 black Zombie creature token onto the battlefield.
#11/40 from Zombie Empire
Source: Product Box Shot
Glimmervoid Basin
Plane - Mirrodin
Whenever a player casts an instant or sorcery spell with a single target, he or she copies that spell for each other spell, permanent, card not on the battlefield, and/or player the spell could target. Each copy targets a different one of them.
| Whenever you roll :chaos:, choose target creature. Each player except that creature's controller puts a token onto the battlefield that's a copy of that creature.
#12/40 from Strike Force
Source: Magic Arcana
Goldmeadow
Plane - Lorwyn
Whenever a land enters the battlefield, that land's controller puts three 0/1 white Goat tokens onto the battlefield.
| Whenever you roll :chaos:, put a 0/1 white Goat token onto the battlefield.
#13/40 from Metallic Dreams
Source: Magic Arcana
The Great Forest
Plane - Lorwyn
Each creature assigns combat damage equal to its toughness rather than its power.
| Whenever you roll :chaos:, creatures you control get +0/+2 and gain trample until end of turn.
#14/40 from Elemental Thunder
Source: Magic Arcana
Grixis
Plane - Alara
Blue, black, and/or red creature cards in your graveyard have unearth. The unearth cost is equal to the card's mana cost. (Pay the card's mana cost: Return it to the battlefield. The creature gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
| Whenever you roll :chaos:, put target creature card in a graveyard onto the battlefield under your control.
#15/40 from Zombie Empire
Source: Product Box Shot
The Hippodrome
Plane - Segovia
All creatures get -5/-0
| Whenever you roll :chaos:, you may destroy target creature if its power is 0 or less.
#16/40 from Metallic Dreams
Source: Product Box Shot, Mana Nation, Magic Arcana
Immersturm
Plane - Valla
Whenever a creature enters the battlefield, that creature's controller may have it deal damage equal to its power to target creature or player of his or her choice.
| Whenever you roll :chaos:, exile target creature, then return it to the battlefield under its owner's control.
#17/40 from Elemental Thunder
Source: Magic Arcana
Isle of Vesuva
Plane - Dominaria
Whenever a nontoken creature enters the battlefield, its controller puts a token onto the battlefield that's a copy of that creature.
| Whenever you roll :chaos:, destroy target creature and all other creatures with the same name as that creature.
#18/40 from Elemental Thunder
Source: Planechase Rules, Magic Arcana
Izzet Steam Maze
Plane - Ravnica
Whenever a player casts an instant or sorcery spell, that player copies it. The player may choose new targets for the copy.
| Whenever you roll :chaos:, instant and sorcery spells you cast this turn cost 3 less to cast.
#19/40 from Strike Force
Source: Product Box Shot, Magic Arcana
Krosa
Plane - Dominaria
All creatures get +2/+2.
| Whenever you roll :chaos:, add WUBRG to your mana pool.
#20/40 from Metallic Dreams
Source: Magic Arcana
Lethe Lake
Plane - Arkhos
At the beginning of your upkeep put, the top 10 cards of your library into your graveyard.
| Whenever you roll :chaos:, target player puts the top ten cards of his or her library into his or her graveyard.
#21/40 from Zombie Empire
Llanowar
Plane - Dominaria
All creatures have ": Add to your mana pool."
| Whenever you roll :chaos:, untap all creatures you control.
#22/40 from Elemental Thunder
Source: Magic Arcana
The Maelstrom
Plane - Alara
When you planeswalk to The Maelstrom or at the beginning of your upkeep, you may reveal the top card of your library. If it's a permanent card, you may put it onto the battlefield. Otherwise, put that card on the bottom of your library.
| Whenever you roll :chaos:, return target permanent card from your graveyard to the battlefield.
#23/40 from Metallic Dreams
Source: Product Box Shot, Gencon Photo
Minamo
Plane - Kamigawa
Whenever a player casts a spell, that player may draw a card.
| Whenever you roll :chaos:, each player may return a blue card from his or her graveyard to his or her hand.
#24/40 from Metallic Dreams
Source: Release Event Advertisement, Magic Arcana
Murasa
Plane - Zendikar
Whenever a nontoken creature enters the battlefield, its controller may search his or her library for a basic land card, put it onto the battlefield tapped, then shuffle his or her library.
| Whenever you roll :chaos:, target land becomes a 4/4 creature that's still a land.
#25/40 from Elemental Thunder
Source: Magic Arcana
Naar Isle
Plane - Wildfire
At the beginning of your upkeep, put a flame counter on Naar Isle, then Naar Isle deals damage to you equal to the number of flame counters on it.
| Whenever you roll :chaos:, Naar Isle deals 3 damage to target player.
#26/40 from Strike Force
Source: Magic Arcana
Naya
Plane - Alara
You may play any number of additional lands on each of your turns.
| Whenever you roll :chaos:, target red, green, or white creature you control gets +1/+1 until end of turn for each land you control.
#27/40 from Elemental Thunder
Source: Magic Arcana
Otaria
Plane - Dominaria
Instant and sorcery cards in graveyards have flashback. The flashback cost is equal to the cards mana cost. (Its owner may cast the card from his or her graveyard for its mana cost. Then he or she exiles it.)
| Whenever you roll :chaos:, take an extra turn after this one.
#28/40 from Strike Force
Source: Magic Arcana
Panopticon
Plane - Mirrodin
When you planeswalk to Panopticon draw a card. At the beginning of each player's Draw step, that player draws a card.
| Whenever you roll :chaos:, you may draw a card.
#29/40 from Metallic Dreams
Source: Product Box Shot, GenCon, Magic Arcana
Pools of Becoming
Plane - Bolas's Meditation Realm
At the beginning of your end step, put the cards in your hand on the bottom of your library in any order then draw that many cards.
| Whenever you roll :chaos:, reveal the top three cards of your planar deck. Each of the revealed cards' abilities triggers. Then put the revealed cards on the bottom of your planar deck in any order.
#30/40 from Zombie Empire
Source: Product Box Shot
Raven's Run
Plane - Shadowmoor
All creatures have wither. (They deal damage in the form of -1/-1 counters.)
| Whenever you roll :chaos:, put a -1/-1 counter on target creature, two -1/-1 counters on another target creature, and three -1/-1 counters on a third target creature.
#31/40 from Zombie Empire
Sanctum of Serra
Plane - Serra's Realm
When you planeswalk away from Sanctum of Serra, destroy all nonland permanents.
| Whenever you roll :chaos:, you may have your life total become 20.
#32/40 from Metallic Dreams
Source: Planechase Rules
Sea of Sand
Plane - Rabiah
Players reveal each card they draw.
Whenever a player draws a land card, that player gains 3 life.
Whwnever a player draws a nonland card, that player loses 3 life.
| Whenever you roll :chaos:, put target permanent on top of its owner's library.
#33/40 from Zombie Empire
Shiv
Plane - Dominaria
All creatures have "R: This creature gets +1/+0 until end of turn."
| Whenever you roll :chaos:, put a 5/5 red Dragon creature token with flying onto the battlefield.
#34/40 from Strike Force
Source: Magic Arcana
Skybreen
Plane - Kaldheim
Players play with the top card of their libraries revealed.
Spells that share a card type with the top card of a library can't be cast.
| Whenever you roll :chaos:, target player loses life equal to the number of card in his or her hand.
#35/40 from Strike Force
Source: Magic Arcana
Sokenzan
Plane - Kamigawa
All creatures get +1/+1 and have haste.
| Whenever you roll :chaos:, untap all creatures that attacked this turn. After this main phase there is an additional combat phase followed by an additional main phase.
#36/40 from Strike Force
Source: Magic Arcana
Stronghold Furnace
Plane - Rath
If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead.
| Whenever you roll :chaos:, Stronghold Furnace deals 1 damage to target creature or player.
#37/40 from Strike Force
Source: Product Box Shot, Gencon
Turri Island
Plane - Ir
Creature spells cost 2 less to cast.
| Whenever you roll :chaos:, reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest into your graveyard.
#38/40 from Elemental Thunder
Source: Magic Arcana
Undercity Reaches
Plane - Ravnica
Whenever a creature deals combat damage to a player, its controller may draw a card.
| Whenever you roll :chaos:, you have no maximum hand size the rest of the game.
#39/40 from Metallic Dreams
Source: http://pixelsandgrids.com/2009/08/18/png-gencon-hands-on-%e2%80%93-magic-the-gathering-planechase/
Velis Vel
Plane - Lorwyn
Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it.
| Whenever you roll :chaos:, target creature gains all creature types until end of turn.
#40/40 from Elemental Thunder
Source: Magic Arcana
Hopefully pictures or card text coming soon.
2x All Shall Smolder in My Wake
2x All in Good Time
2x Approach My Molten Realm
2x Behold the Power of Destruction
2x Choose Your Champion
2x Dance, Pathetic Marionette
2x Embrace My Diabolical Vision
2x Every Hope Shall Vanish
2x Every Last Vestige Shall Rot
2x Evil Comes to Fruition
2x Feed the Machine
2x I Bask in Your Silent Awe
2x I Call on the Ancient Magics
2x I Delight in Your Convulsions
2x I Know All, I See All
2x Ignite the Cloneforge!
2x Into the Earthen Maw
2x Introductions Are in Order
2x Know Naught but Fire
2x Look Skyward and Despair
2x May Civilization Collapse
2x Mortal Flesh is Weak
2x My Crushing Masterstroke
2x My Genius Knows No Bounds
2x My Undead Horde Awakens
2x My Wish Is Your Command
2x Nature Demands an Offering
2x Nature Shields Its Own
2x Nothing Can Stop Me Now
2x Only Blood Ends Your Nightmares
2x Perhaps You've Met My Cohort
2x Plots That Span Centuries
2x Realms Befitting My Majesty
2x Roots of All Evil
2x Rotted Ones, Lay Siege
2x Surrender Your Thoughts
2x The Dead Shall Serve
2x The Fate of the Flammable
2x The Iron Guardian Stirs
2x The Pieces Are Coming Together
2x The Very Soil Shall Shake
2x Tooth, Claw, and Tail
2x Which of You Burns Brightest?
2x Your Fate Is Thrice Sealed
2x Your Puny Minds Cannot Fathom
2x Your Will is Not Your Own
Wow. For the first time, I don't have to say anything about your Gold section. Nice and trimmed. But the OCD within is writhing painfully at that Lighting Angel. D:
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
I don't know if I could ever convince myself to cut my gold section down to only 3 cards per combination. Nice and tight.
I'm sure you will get pummeled with suggestions, but since you already seem to have your cube on deckstats.net, you can post your link in the Cube Comparison Thread and eidolon232 will compile a list for you of all the commonly used cards you are missing and the uncommonly used cards you currently have in.
[Remixes] - [The Brutal Cube - 360 Powered] - [My Cube Article] - ['Print-This' Wishlist]
1.) The WW weenies will be coming in soon, maybe next update. Which of the WW costed guys deserve the most attention?
2.) I am going to wait on posting the deckstats link until I get the WW in and make a few other changes that have been brewing. The reason for this is that I already know I have a cards that could be improved upon and would rather see where I stand after the changes that appear obvious to me.
3.) I just got back from a week long camping trip that involved quite a few drafts with five friends. I had mentioned that I would be testing Raze in the card evaluation thread. So far so good. It's clear card disadvantage but in the aggro vs. control match-up, it seems worth it. The tempo loss is completely unnoticeable in a aggro deck and the card disadvantage seems to be worth it to gain a third piece of land destruction that can be played as early as turn 1. Raze was drafted and ran in just about every red aggro deck over the week and I was impressed by how often it would completely mana screw a control player's fixing or just take out an early problem land. This card is a better fit than I would have ever expected and would easily make the final 40 of any r/x aggro deck I ever drafted.
Thanks. I think the Shadow guys are shoe-ins. I also like Silver knight. I am a little hesitant on the other, at least for now.
Sure thing. I'm not sure if I am supposed to havea login to deckstats or something to maintain a single url. If that's the case I'll have to get back to you.
http://deckstats.net/deck-242713-6e269e69015661f65929079091953c64-en.html
You know, I'm not sure yet. It may just be the excitement of a new card so I may feel different later but as of right now it would make the final 40 over stone or molten rain in an aggro deck, midrange and control would be another story. It was just way too slick along side of Wasteland, Strip Mine, and Rishidian Port as a forth early land denial option that also kept all the benefits of the 3cc spells when used in a aggro deck. I've disliked the card for years, so I guess time will tell if it's quality is skewed for the better in cube or if it's just new card excitement. I'll continue to use it and try to keep a fair look at whether or not card disadvantage is too big of a negative.
Pretty much this.
If I was only using 4 WW guys, I'd add them in like so:
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
Aven Squire ---> Soltari Priest
Dawn Charm ---> Soltari Monk
Serenity ---> Glorious Anthem
Essence Sliver ---> Reveillark
Feudkiller's Verdict ---> Yosei, the morning star
Lapse of Certainty ---> Kor Skyfisher vs silver knight
Lightning Reaver ---> Bituminous Blast
Brion Stoutarm ---> Lightning Helix
Thran Dynamo ---> Lightning Greaves
Unearth ---> Hypnotic Specter
We usually will do it 1 of 2 ways. 1.) We roll dice highest chooses one first and so on. 2.) We distribute them face down before the draft begins so only you know what you have.
We have 8 because I bought them as a trial run. I wanted enough to support a 8 man draft but didn't want to drop serious cash on the more expensive ones. I made a list of all the vanguard in excel with their name in one column followed by a deck type they would most benefit with the options being, aggro, mid-range, control, any. Then I added price in the next column over. These 8 were chosen because they seemed to be some what balanced in comparison to one another and had some what equal support of the different deck types, and most importantly didn't cost a ton of money to just test. They are kinda fun to pull out every once in a while, especially mixed with the other over-sized card sets that have been released but I don't think we'll be picking up the rest anytime soon.
...but I want to bounce riftwatcher with skyfisher :(.
In my experience Sissay is the most busted one out of these eight, followed by hannah (edit: which I thought was disagreeing with you when I wrote this but you said the same thing :x) It seems like they were counting on mana burn when they designed Sissay, which is a drawback that doesn't exist anymore.
If I remember correctly Gix and Titania were over the budget at the time I picked up these 8. If the price ever drops low I could see picking the rest up.
Hanna is great. There's also one that allows you to put creatures that die on top of your library (It might be Volrath). I've found him to be really strong.
I agree that Riftwatcher is not as good as a lot of the WW guys. I agree with wtwlf's four.
Cheers,
rant
My Cube
CubeCobra: https://cubecobra.com/cube/overview/5f5d0310ed602310515d4c32
Cube Tutor: http://cubetutor.com/viewcube/1963
Alright I am beginning to crunch the numbers on my new cube categorization. Right now I am working on multi-color. I will have 7 total per pair, which is the same as before. There will be 3 Mana Fixers and 4 Spells for every combination except the most commonly represented control guilds in this cube. Blue/Green, Blue/White, and Blue/Black each have 5 Mana Fixers and 2 Spells. Except for UG it is the same it has been in every color already because of the manlands representing gold cards. So as far as the numbers of mana vs spell, nothing changes except -1 UG spell +1 UG mana fixer.
This form of categorization is new to me and I am having some difficulties choosing which mana fixer should be represented. I am also re-working some gold choices while I'm in there, so please leave feedback on my card vs card below, keeping in mind that land and artifact cycles are being broken to suit specific guilds with the best possible tools.
I appreciate and thank you for your input.
UB Mana (5)
Underground Sea
Polluted Delta
Watery Grave
Pick Two: Talisman of Dominance vs Dimir Signet vs Creeping Tar Pit
UB Spells(2)
Spite // Malice
Pick One: Soul Manipulation vs Oona, Queen of the Fae
UW Mana (5)
Tundra
Flooded Strand
Hallowed Fountain
Pick Two: Talisman of Progress vs Azorius Signet VS Celestial Colonnade
UW Spells(2)
Absorb
Wall of Denial
BR Mana (4)
Badlands
Bloodstained Mire
Blood Crypt
Sulfurous Springs
BR Spells (3)
Blightning
Pick Two: Bituminous Blast vs Murderous Redcap vs Terminate
GR Mana (4)
Karplusan Forest
Stomping Ground
Taiga
Wooded Foothills
GR Spells (3)
Sarkhan Vol
Kird Ape
Bloodbraid Elf
BG Mana (4)
Bayou
Overgrown Tomb
Verdant Catacombs
Llanowar Wastes
BG Spells (3)
Putrid Leech
Pernicious Deed
Maelstrom Pulse
BW Mana (4)
Scrubland
Marsh Flats
Godless Shrine
Pick One: Orzhov Signet vs Caves of Koilos vs Fetid Heath
BW Spells (3)
Desolation Angel
Vindicate
Pick One: Mortify vs Stillmoon Cavalier
WR Mana (4)
Arid Mesa
Plateau
Battlefield Forge
Sacred Foundry
WR Spells(3)
Ajani Vengeant
Figure of Destiny
Lightning Helix
UR Mana (4)
Volcanic Island
Scalding Tarn
Steam Vents
Pick One: Izzet Signet vs Shivan Reef vs Izzet Boilerworks vs Cascade Bluffs
UR Spells (3)
Electrolyze
Fire // Ice
Prophetic Bolt
UG Mana (5)
Simic Signet
Breeding Pool
Flooded Grove
Tropical Island
Misty Rainforest
UG Spells (2)
Mystic Snake
Simic Sky Swallower
GW Mana (4)
Wooded Bastion
Savannah
Temple Garden
Windswept Heath
GW Spells (3)
Kitchen Finks
Loam Lion
Qasali Pridemage
UB
keep creeping tar pit and dimir signet. keep oona, queen of the fae.
in my opinion, spite//malice doesn't stand up to nemesis of reason, psychatog, and especially shadowmage infiltrator. so that wouldn't be my choice to keep in the absence of all those cards. if you don't want to run any of those, i'd drop it and keep talisman of dominance, but i really like cheap fixing artifacts.
WU
keep azorius signet and celestial colonnade.
nothing to add, solid choices.
BR
keep terminate and murderous redcap.
i'd lose blightning and keep bituminous blast as well.
BW
keep caves of koilos and fetid heath. keep mortify.
nothing to add.
UR
keep izzet boilerworks and izzet signet.
nothing to add
Thanks.
I gotta be honest Spite/Malice is a favorite in the UB slot, I don't see cutting it.
I see you opt for the Manland over the artifact mana here and in UW. I have been a little disappointed with the UW manland since I added it. I hope that this is just a fluke. Has it been working pretty good for you?
I really want to play with bit blast but not at the expense of cutting Blightning.
Makes sense.
I've always had a hard time understanding the reasoning behind choosing the karoos or the guild lands. Did you choose the karoo land in UR strictly for the virtual card advantage or is there another advantage to it that Cascade Bluffs doesn't have?
Thanks for the thoughtful response.
yeah the blue/white and blue/black manlands have been good.
i love blightning a lot, so i can understand this. both options are card advantage, one is player burn and the other removal, so i guess it depends on which of those two you feel you need. bit blast is potentially much stronger but blightning is more consistent. i think blightning is ultimately weaker but not by a large margin.
it's the card advantage.
My 630 Card Powered Cube
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My Article - "Mana Short: A study in limited resource management."
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MTGS Average Peasant Cube 2023 Edition
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I would like to get more feedback on my proposed changes specifically from you since you have had time to test similar changes in your cube. If you have time I'd appreciate it.
this post: http://forums.mtgsalvation.com/showthread.php?p=5797188#post5780385
Sure thing.
UB
I'd play the Tar Pit for sure, and one of the two artifact cards.
I'd cut Spite // Malice for Shadowmage Infiltrator, and have Oona take up the other slot.
I'd probably cut both the Signet and the Talisman and run Psychatog too.
UW
I'd run the Colonnade and one of the two artifacts. Whichever you like more.
I'd consider playing neither artifact and adding in Grand Arbiter Augustin IV.
BR
I'd cut Blightning and run Terminate, Bit Blast and Redcap.
GR
Looks pretty good, but I'd use Stormbind over Vol.
BG
I'd cut Llanowar Wastes for Putrefy.
BW
I'd run Caves of Koilos.
I'd run Mortify over Stillmoon Cavalier.
WR
Looks great.
UR
I'd use the signet in this section.
UG
I'd cut Flooded Grove for Trygon Predator.
GW
I'd cut Wooded Bastion for Horizon Canopy.
.........
Hope that helps.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
It does, thanks. I am taking everyones suggestions here along with the input of my group from earlier tonight and drafting up my new section in its entirety. Thanks to everyone who helped.