This cube was originally posted by Vigilante who gave me the possibility to post the cube in a thread of it's own and gave me some updates to it that were made. This is a cube (or rather a sphere) of terrible cards (or cards rendered terrible by the format). Here is the list for you people to enjoy and comment upon.
Cube Size: 360 Cards
Breakdown: 50 Each Colour, 35 Artifacts, 35 Multicolour, 40 Land
Standard or Theme Cube: Junk Cards
Snow Lands: No
Average # Players: 4-8
How Often Drafted: 0-1 times per week
Cube Design:
Standard or Multiplayer: Standard
Sideboards? : Meh…
Even Colour Balance: Yes
Perfect Creature/Non-Creature Balance: No
Perfectly Balanced CMC: No
Cube CMC: X
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 didn't touch his original list yet but there are some cards that need to be changed. Avalanche is pretty much a blank card 95% of the time and needs to be replaced. Nameless Race also seems pretty situational but needs dwelling upon.
By the way, all suggestions are welcome. If you think there are worst cards out there that could be in places of some of the bad cards the changes could be made.
This cube was first posted by Vigilante who doesn't seem to post on these forums anymore. (8 posts, same as ~6 months ago when he first posted it).
Guilty as charged, although I remain an avid reader of this forum. My apologies to the Junk Cube aficionados out there (like, all 3 of us) for being slack with updates.
I didn't touch his original list yet but there are some cards that need to be changed. Avalanche is pretty much a blank card 95% of the time and needs to be replaced.
Agreed. Since posting my original build a million years ago I've abandoned the entire snow theme (which only ever comprised something like 10 cards total). A couple of snow-related cards still remain in my list, but only as placeholders until I find something to replace them.
By the way, all suggestions are welcome. If you think there are worst cards out there that could be in places of some of the bad cards the changes could be made.
I've got a few suggested cuts/new inclusions:
- Petra Sphinx (far too strong....5 mana 3/4 with no drawback? Absurd!)
- Solar Tide (the best of the awful Wrath variants isn't quite bad enough)
- Talas Researcher (too strong, sadly)
- Dispersing Orb (insane bomb....the Orb + any sizeable creature + a bunch of spare lands = you completely dominate the late game)
- Cursed Monstrosity (evasion + not that overcosted = too good)
- Face of Fear (I cut this long ago for being too strong)
- Crimson Manticore
- Joven/Chandler (5 mana 3/3s without drawbacks?! What was I thinking?!)
- Retribution (better (ie. worse) options exist for red)
- Dwarven Catapult/Illuminate/Meteor Shower (Junk Cube games last for an average of 498658487282 turns, making most X-damage spells too strong)
- all the 3-, 4- and 5-colour gold cards (generally too good, even though they're difficult to play because of crap mana fixing)
I'm glad to see you droped by to add some imput I was missing. It's pretty late (3am) and I'm getting rather tired so I won't be able to browse through all the new sweetness you posted. I'll probably do that tommorow and come back with some questions.
One thing that I noticed almost right away is that your cube doesn't contain 360 cards anymore. Why so? 320 is almost a whole player short to be able to 8 man the cube. Also, by cutting alot of the gold cards it forces players to pick more single colored spells. Probably really good for the environment. And the other thing are the cards that force you to have more than just the cards to play (ie: flip a coin cards and the goblin game). Think those are kind of over the top even for the bad cards cube. I see people not running them in maindeck just cause of that. Falling Star is OK tho since you just need to flip the card and nothing more.
I also noticed some really strong cards but I'll write more about that tommorow.
Storm crow hopelessly overpowered? i HAVE to build one of these to at least build a few sealed decks with... maybe Solomon draft with a friend a few times...
hehehe
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It must have been the late hour but I misscounted the amout of cards in the list you posted. You got 50 per mono colored cards, 35 artifacts, 30 gold cards and 40 lands. That totals up to 355 cards unless I misscounted something. Why 5 cards missing?
Also,Surge of Strenght is really strong. I don't know how it played out for you but swinging with a 3/3 for 6 and casting that when the opponent blocks with a 2/2 or something gets you in for 7 damage easy.
There was no particular logic behind the cut to 355 cards....that just happened to be the total after I'd finished hacking away at the gold section + dropped the snow lands. To be honest I don't keep a particularly close eye on the total size of the crap cube (my normal and pauper cubes are a different story though), and was somehow of the impression that it was even smaller than 355 cards now - which is why your comment about 320 cards didn't surprise me.
Re: Surge of Strength - agreed, it's been a while since I've seen it in action but it certainly has the potential to be very strong. My excuse is that I find the RG (and WU) gold sections very difficult to manage....they just don't have the same depth of crap as other multicolour combinations. Any suggestions would be appreciated, although something to note - I try to avoid tribal interactions in this cube wherever possible, as a lot of these crappy old cards have creature-type errata which is pointless remembering. At present, only Vodalian War Machine, the two black Soulshift spirits and Kangee, Aerie Keeper violate this rule-of-thumb....I can live with the Spirits because they're so laughably bad, but I'm keen to replace the others.
@vigilante: Since it seems like you're back and posting I wanted to talk to you about a few of the cards in the cube and maybe add those 5 cards to have a full 360 at which point I would retake pictures and repost a new and improved list of the Junk Cube.
This card is too strong so maybe get one of those other bad cards in instead. Surge of Strength --->
Energy Bolt is kind of good especially got an X spell. --->
There is actually no worst card strictly speaking. I wonder if the enemy colour pairs could be cut down by 1 and replaced with some other cards.
Fiery Gambit and Goblin Game force you to have more than just the cards to play since you need items for one and at least a coin for the other. There could be something that actually does something bad instead.
Nalathni Dragon is actually pretty solid and puts the opponent on a short clock since you can pump it for 3 every turn and swing for 4 in the air, which is rather hard to deal with in the Junk Cube.
B@ttle_R@ge - Re: Surge of Strength and Energy Bolt - agree, these are too strong, and nothing stands out as an obvious downgrade in those colours (none of the RG replacements you mentioned seem quite bad enough, and although I'd considered Windreaper Falcon in the past, it's just too similar to Tuknir Deathlock which I already run and is already blatantly non-RG in flavour). Combined with my desire to drop Kangee, Aerie Keeper anyway, I think the simplest solution is - as you suggested - cutting back the gold section even further.
Re: Fiery Gambit and Goblin Game - we usually Cube with a plentiful supply of counters/dice/coins handy anyway, so having access to the additional items required by these cards would never be a problem for my play group. That said, I agree with your assessment that Goblin Game is an awkward card in general, and wouldn't be opposed to cutting it (preferably replacing it with a (bad) removal spell. Suggestions?) Fiery Gambit, on the other hand, is simple/quick enough to resolve while at the same time being terrible most of the time. I love Goblin Bomb in the Crap Cube for the same reason - it could be awesome, but 99% of the time it will just sit there mocking you while it does nothing.
Re: Nalathni Dragon - I had concerns about the power level of the Dragon too, but the general consensus has been that it's bad enough. The 1-toughness is a big liability....most of the time it just runs into a Carrier Pigeon or something and dies (banding notwithstanding).
I took some time to update the list to a 360 one. I kept the dragons in to compensate the fact that Vigilant's list was only 355 cards big. Gave this thread a bump too. I'll try to take some pictures of the new list soon. Only missing 9 cards to have it fully pimped!
Re: Nalathni Dragon - I had concerns about the power level of the Dragon too, but the general consensus has been that it's bad enough. The 1-toughness is a big liability....most of the time it just runs into a Carrier Pigeon or something and dies (banding notwithstanding).
Oh man, I lost it at this
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My Black & Silver Cube [360/Peasant/Draft It! EDH Decks: - Reya Dawnbringer // - Mistform Ultimus // - Balthor the Defiled // - Urabrask the Hidden // - Mirri, Cat Warrior
Actually, it's all black bordered and foil. (Shame on me, but it looks cool) Missing some old cards to black border but paying 20$ for a Beta Farmstead is like getting rap... Hrmmm. I'll eventually get one but I'll look for a cheap deal or even a trade.
After looking over the list, I think I would remove Suleiman's Legacy, since it's the only card that actually doesn't do anything (Unless there's a couple Djinn or Efreets in the list, I would have to check).
I'm all for bad, overcosted, inefficient cards, but it doesn't feel quite right when a card you have is essentially blank.
@MagnetMan: The Legacy isn't a blank card but it's really bad since there's only 3-4 Djinns/Efreets. It's hard to replace tho because your suggestions don't quiet work. Moonhold is a split and so can be played in red or white. Captain's Maneuver is pretty bad but can be good since most creatures got higher power and lower toughness. The Charger is too good tho, it's a wall than can swing for 5 when needed. I'll check to maybe swap in the Maneuver.
@Dhaos Dragmire: Alot of games would be draws with that! The format is so ghetto that Divine Intervention would trigger more often than not. Cool card tho.
I'll see if I can get the pictures up tomorrow or on Wednesday.
@MagnetMan: The Legacy isn't a blank card but it's really bad since there's only 3-4 Djinns/Efreets. It's hard to replace tho because your suggestions don't quiet work. Moonhold is a split and so can be played in red or white. Captain's Maneuver is pretty bad but can be good since most creatures got higher power and lower toughness. The Charger is too good tho, it's a wall than can swing for 5 when needed. I'll check to maybe swap in the Maneuver.
(My emphasis added.) I don't like the Legacy either, but there's simply no suitable replacement for it. WU, RG and BG all suffer the same problem (not enough depth of terrible cards.) I'm seriously considering pruning back the multicolour section to 20 cards total just to get around the issue.
@Dhaos Dragmire: Alot of games would be draws with that! The format is so ghetto that Divine Intervention would trigger more often than not. Cool card tho.
I tried out Divine Intervention for a while and it fluctuated between being a complete blank and a complete nuisance - but not in a good way. Forcing a draw (which usually means playing another game) in this format sucks....games already take a million years to finish and you generally feel drained by the end of a match. Diving Intervention does nothing except prolong the agony.
What are peoples' thoughts on the following cards? I'm looking to make a few changes to my Cube, replacing some cards but also likely increasing the size to 400 or so. I'm pretty pedantic about maintaining the lowest possible power level, so input from other Crap Cube enthusiasts is much appreciated....we're a rare breed, after all.
Blessed Wine - Insignificant effect strapped to a slowtrip, and slowtrips are awesome because you get to see more of your terrible deck. D'Avenant Archer - Seems overcosted/underpowered. Formation - Giving this another try, it certainly fits the "weak effect + slowtrip" formula. Heal - ....and here's another one. Lightning Blow - ....and another one. Prophecy - ....and another one! Seeker - Fear probably makes the cut, and this costs twice as much. Truce - Truly awful card, no matter which option your opponent chooses. Witch Hunter - The high cost, pathetic stats, and weak first ability are fine, but I'm worried that the second ability might be a bit strong. Thoughts?
Cephalid Snitch - Insignificant body, narrow ability, just awful. Ray of Erasure - The ability is so weak it might as well not be there, so it's really just a slowtrip. Reveka, Wizard Savant - Might turn out to be too strong, but it is costly, fragile, and slow. Shared Discovery - If someone wants to tap four dudes in their main phase to draw three more awful cards, power to them.
Dredge - Possibly the worst cantrip ever. Fevered Strength - Overcosted combat trick + slowtrip. Ichor Explosion - Massively-expensive and unreliable sweeper. Love it. Krovikan Fetish - More weak pump + slowtrip. Mind Ravel - Another weak slowtrip. Mind Whip - Opponent gets to choose between a weak effect or an insignificant inconvenience. Touch of Death - Slowtrip, etc.
Aleatory - Weak, conditional, coin-flip-based pump spell + slowtrip. This card was made for Crap Cubes. Chaos Moon - I love these weird hard-to-control cards that have a weak upside and can backfire horribly. (See Falling Star, Fiery Gambit, Takklemaggot etc.) Flare - Overcosted burn + slowtrip. Returning for another try. Geosurge - Difficult to cast in the first place, and then the mana comes with usage restrictions. I despise this card. Goblin Spy - One of those scarce one-drop creatures with a (mostly) drawback. Has been drafted highly in testing because it's so aggressive.
Harvest Mage - Fairly shabby colour-fixing effect. Might be too good as the 1/1 body for G is a beatdown machine. Hungry Mist - High power is offset by low toughness, upkeep cost, and complete lack of evasion. Sophic Centaur - Awful stats for cost, and the ability isn't the sort of thing a green deck wants to be wasting cards/mana on. Subdue - Your choice of the worst Fog ever, or a horrible defensive-only pump spell.
Witch Hunter, Seeker/Fear, Reveka, Wizard Savant, Harvest Mage, Hungry Mist and Sophic Centaur all look too good for the bad cube. The rest is good enough.
Giving a fearlike effect to the high power, low defense, no evasion creatures in the cube becomes really good. Imagine a Seeker on a Hungry Mist. That gets the game finished pretty fast. Sophic Centaur looks like he could slow down the game even more than they already are... The other are just cards with better than average abilities. (Good mana fixing? Pfff not in this cube.)
Reducing the gold cards to 2 per color pair could be a good idea. There's always just 1 of the 3 cards that looks too good compaired to the other 2. So if we cut 1 card per color pair and the 5 dragons we get 15 cards to add. That's like 3 per color, unless we add lands or artifacts.
I kind of like the Sphere at 360. That way it gets all the cards played in an 8 man draft.
Always cool to see you posting on the subject, Vigilante. You had any particular cuts in head for the bad cards you suggested?
Also!!!
I added the pictures of the Sphere as promised. I got injured while boxing and coulden't do it any earlier. Sorry for the wait guys.
Banner by Zaph @ Half~Light Studios
Basic Info:
Cube Size: 360 Cards
Breakdown: 50 Each Colour, 35 Artifacts, 35 Multicolour, 40 Land
Standard or Theme Cube: Junk Cards
Snow Lands: No
Average # Players: 4-8
How Often Drafted: 0-1 times per week
Cube Design:
Standard or Multiplayer: Standard
Sideboards? : Meh…
Even Colour Balance: Yes
Perfect Creature/Non-Creature Balance: No
Perfectly Balanced CMC: No
Cube CMC: X
1 Alabaster Leech
1 Caregiver
1 Icatian Infantry
1 Trade Caravan
Two CC
1 Amrou Kithkin
1 Arctic Foxes
1 Hipparion
1 Squire
1 Wall of Caltrops
1 Abbey Matron
1 Gate Hound
1 Helionaut
Four CC
1 Aven Trooper
1 Carrier Pigeons
1 General Jarkeld
1 Guard Dogs
1 Ignoble Soldier
1 Mercenaries
1 Samite Alchemist
1 Serra Paladin
1 Trap Digger
1 Hazduhr the Abbot
1 Righteous Avengers
Six CC
1 Loxodon Mender
Eight CC
1 Akron Legionnaire
1 Brainwash
1 Fasting
1 Gaze of Justice
1 Sacred Rites
1 Shieldmate's Blessing
1 Visions
Two CC
1 Cagemail
1 Call to Arms
1 Lashknife
1 Armed Response
1 Bargain
1 Cleansing
1 Common Cause
1 Cooperation
1 Farmstead
1 Virtuous Charge
Four CC
1 Caribou Range
1 Security Detail
1 Serra Aviary
1 Fire and Brimstone
1 March of Souls
1 Soaring Hope
1 Wave of Reckoning
Six CC
1 Transcendence
Eight CC
1 Soulscour
1 Water Wurm
Two CC
1 Sindbad
1 Svyelunite Priest
1 Vodalian Soldiers
1 Walking Sponge
Three CC
1 Devouring Deep
1 Ovinomancer
1 Saprazzan Raider
1 Sea Troll
1 Teferi's Imp
1 Vodalian Mage
1 Vodalian War Machine
1 Brine Hag
1 Hisoka, Minamo Sensei
1 Soratami Mirror-Mage
1 Wilderness Hypnotist
Five CC
1 Crystal Seer
1 Shyft
1 Zephyr Spirit
Seven CC
1 Tolarian Serpent
1 Abjure
1 Awesome Presence
1 Cloak of Invisibility
1 Essence Flare
1 Eye Spy
1 Mind Bomb
Two CC
1 Arcane Denial
1 Coral Reef
1 Dispersal Shield
1 Forget
1 Jaded Response
1 Spell Syphon
1 Errant Minion
1 Gaseous Form
1 Relic Bind
1 Spell Snip
1 Vex
Four CC
1 Baki's Curse
1 Disorient
1 Fold into Aether
1 Psychic Vortex
Five CC
1 Energy Vortex
1 Heed the Mists
1 Psychic Allergy
1 Psychic Transfer
1 Eternity Snare
1 Into Thin Air
Seven CC
1 Assert Authority
X CC
1 Aether Tide
1 Recall
1 Accursed Centaur
1 Sleeper Agent
1 Vebulid
Two CC
1 Bloodcurdler
1 Cabal Inquisitor
1 Giant Slug
Three CC
1 Ebonblade Reaper
1 Grave Robbers
1 Ghosts of the Damned
1 Mindless Null
1 Pit Scorpion
1 Quagmire Lamprey
1 Vesper Ghoul
1 Banshee
1 Earsplitting Rats
1 Numai Outcast
Five CC
1 Black Carriage
1 Chimney Imp
Six CC
1 Crawling Filth
1 Deathcurse Ogre
1 Dripping Dead
1 Shrieking Specter
1 Pus Kami
Eight CC
1 Infernal Denzien
X CC
1 Frankenstein's Monster
1 Hell Swarm
1 Tendrils of Despair
Two CC
1 Cannibalize
1 Coils of the Medusa
1 Mind Swords
1 Seizures
1 Vampirism
1 Wicked Reward
1 Decaying Soil
1 Funeral March
1 Touch of Death
Four CC
1 Nihilistic Glee
1 Sewer of Estark
1 Takklemaggot
Five CC
1 Call for Blood
1 Death of a Thousand Stings
1 Planar Despair
1 Traveling Plague
1 Vicious Betrayal
1 Waste Away
1 Dark Offering
1 Hex
Seven CC
1 Vampiric Feast
X CC
1 Mind Warp
1 Shattered Crypt
1 Crazed Goblin
1 Dwarven Armorer
1 Orcish Spy
Two CC
1 Akki Blizzard-Herder
1 Bola Warrior
1 Dwarven Weaponsmith
1 Goblin Sappers
1 Mogg Jailer
1 Mogg Squad
1 Barbarian Guides
1 Bird Maiden
1 Keldon Arsonist
1 Rogue Skycaptain
1 Starke of Rath
Four CC
1 Deep-Slumber Titan
1 Fickle Efreet
1 Goblin Psychopath
1 Goblin Snowman
1 Krak-Clan Engineers
1 Nalathni Dragon
1 Shimatsu the Bloodcloaked
1 Spellgorger Barbarian
1 Viashino Skeleton
1 Goblin Commando
1 Soulgorger Orgg
1 Burning Inquiry
1 Crack the Earth
1 Scorching Spear
1 Tahngarth's Glare
1 Winter Sky
Two CC
1 Consuming Ferocity
1 Errantry
1 Goblin Bomb
1 Goblin Lore
1 Infectious Rage
1 The Brute
1 Aggression
1 Desert Sandstorm
1 Falling Star
1 Fiery Gambit
1 Pyromania
1 Searing Rays
Four CC
1 Acceptable Losses
1 Eternal Flame
1 Apocalypse
1 Rain of Rust
1 Yawning Fissure
Seven CC
1 Ember Shot
1 Goblin Game
1 Kamahl's Sledge
1 Mossdog
1 Whippoorwill
Two CC
1 Freyalise Supplicant
1 Scarwood Hag
1 Shelkin Brownie
1 Spore Flower
1 Tempting Wurm
Three CC
1 Chub Toad
1 Force of Savagery
1 Fyndhorn Brownie
1 Leery Fogbeast
1 Llanowar Vanguard
1 Niall Silvain
1 Pradesh Gypsies
1 Pyknite
1 Elvish Pathcutter
1 Floral Spuzzem
1 Marsh Viper
1 Matsu-Tribe Birdstalker
1 Quirion Trailblazer
1 Rabid Wombat
1 Stone-Seeder Hierophant
1 Thelonite Monk
1 Viridian Scout
1 Wood Elemental
1 Zoologist
1 Infested Roothold
1 Tel-Jilad Lifebreather
Six CC
1 Aboroth
Seven CC
1 Skyshroud Behemoth
1 Cocoon
1 Metamorphosis
1 Shrink
Two CC
1 Elephant Resurgence
1 Ooze Garden
Three CC
1 Cycle of Life
1 Renewal
1 Savage Hunger
1 Venom
1 Beast Hunt
1 Fanatical Fever
1 Feral Contest
1 Ley Line
1 Mammoth Harness
1 Splintering Wind
1 Sporogenesis
1 Trailblazer
1 Unyaro Bee Sting
1 Animal Magnetism
1 Tornado
1 Clockwork Beetle
1 Soldevi Sentry
1 Straw Golem
1 Millikin
1 Omega Myr
Three CC
1 Jangling Automaton
1 Keldon Battlewagon
1 Scarecrow
1 Spinal Parasite
1 Leashling
1 Golem-Skin Gauntlets
1 Hankyu
1 Juju Bubble
Two CC
1 Cyclopean Snare
1 Mercadian Lift
Three CC
1 Bloodstone Cameo
1 Celestial Prism
1 Drake-Skull Cameo
1 Razor Boomerang
1 Seashell Cameo
1 Standing Stones
1 Tigereye Cameo
1 Troll-Horn Cameo
1 Acidic Dagger
1 Charmed Pendant
1 Diamond Kaleidoscope
1 Vibrating Sphere
Five CC
1 Amulet of Unmaking
1 Naked Singularity
1 Worldslayer
Six CC
1 Feroz's Ban
1 Rakalite
1 Runesword
1 Voodoo Doll
1 Aladdin's Lamp
1 Ayesha Tanaka
1 Kangee, Aerie Keeper
1 Kasimir the Lone Wolf
Blue / Black
1 Essence Vortex
1 Sivitri Scarzam
1 Skeleton Ship
Black / Red
1 Boris Devilboon
1 Pavel Maliki
1 Razing Snidd
Red / Green
1 Surge of Strength
1 Tuknir Deathlock
1 Yavimaya Kavu
1 Gabriel Angelfire
1 Kei Takahashi
1 Nature's Blessing
White / Black
1 Circle of Despair
1 Martyrs' Tomb
1 Vectis Dominator
Blue / Red
1 Emberwilde Caliph
1 Squee's Revenge
1 Stitch in Time
Black / Green
1 Dark Heart of the Wood
1 Death Mutation
1 Woodwraith Strangler
1 Energy Bolt
1 Fight to the Death
1 Suleiman's Legacy
Green / Blue
1 Malignant Growth
1 Warping Wurm
1 Yavimaya's Embrace
Dragons
1 Arcades Sabboth
1 Chromium
1 Nicol Bolas
1 Palladia-Mors
1 Vaevictis Asmadi
1 City of Shadows
1 Gemstone Caverns
1 Henge of Ramos
1 Meteor Crater
1 Oasis
1 Rainbow Vale
1 Rhystic Cave
1 Sorrow's Path
1 Tarnished Citadel
1 Wintermoon Mesa
No Untap Lands
1 Cinder Marsh
1 Mogg Hollows
1 Rootwater Depths
1 Thalakos Lowlands
1 Vec Townships
1 Land Cap
1 Lava Tubes
1 River Delta
1 Timberline Ridge
1 Veldt
Tap Lands
1 Caldera Lake
1 Pine Barrens
1 Salt Flats
1 Scabland
1 Skyshroud Forest
Sacrifice Lands
1 Abandoned Outpost
1 Bog Wreckage
1 Seafloor Debris
1 Ravaged Highlands
1 Timberland Ruins
1 An-Havva Township
1 Aysen Abbey
1 Castle Sengir
1 Koskun Keep
1 Wizards' School
Karoo Lands
1 Coral Atoll
1 Dormant Volcano
1 Everglades
1 Jungle Basin
1 Karoo
Out --> In
Ication Moneychanger--->Trade Caravan
Kjeldoran Guard--->Amrou Kithkin
Kitsune Bonesetter--->Gate Hound
Seasoned Tactician--->General Jarkeld
Sandsower--->Ignoble Soldier
Petra Sphinx--->Loxodon Mender
Formation--->Sacred Rites
Steadfastness---> Shieldmate's Blessing
Solar Tide--->Cooperation
Port Inspector--->Sindbad
Talas Researcher--->Devouring Deep
Giant Shark--->Ovinomancer
Scornful Egotist--->Sea Troll
Creature Bond--->Arcane Denial
Dispersing Orb--->Gaseous Form
Library of Lat-Nam--->Relic Bind
Temporal Fissure--->Into Thin Air
Phyrexian Denouncer--->Sleeper Agent
El-Hajjaj--->Vebulid
Overeager Apprentice--->Pit Scorpion
Cursed Monstrosity--->Earsplitting Rats
Grandmother Sengir--->Deathcurse Ogre
Zombie Assassin--->Pus Kami
Face of Fear--->Grave Robbers
Chime of Night--->Seizures
Cursed Land--->Funeral March
Swat--->Sewer of Estark
Mogg Elite Infantry--->Akki Blizzard-Herder
Shrieking Mogg--->Goblin Sappers
Crimson Manticore--->Bird Maiden
Chandler--->Krak-Clan Engineers
Joven--->Nalathni Dragon
Karplusan Giant--->Viashino Skeleton
Bull Rush--->Burning Inquiry
Retribution--->Consuming Ferocity
Blockbuster--->Errantry
Avalanche--->Infectuous Rage
Dwarven Catapult--->Falling Star
Illuminate--->Fiery Gambit
Meteor Shower--->Goblin Game
Sacred Prey--->Shelkin Brownie
Tarpan--->Stone-Seeder Hierphant
Tanglewalker--->helonite Monk
Thorn Thallid--->Zoologist
Mark of Sakiko--->Venom
Wanderlust--->Fanatical Fever
Myr Landshaper--->Clockwork Beetle
Soldevi Steam Beast---> Section Reduction
Doubling Cube---> Section Reduction
Sol Grail---> Section Reduction
Zelyon Sword--->Runesword
Reflecting Mirror---> Section Reduction
Jedit Ojanen--->Kangee, Aerie Keeper
Phantatog---> Section Reduction
Malicious Advice---> Section Reduction
Marsh Goblins--->Boris Devilboon
Mountain Titan---> Section Reduction
Lithatog--->Surge of Strength
Ulasht, the Hate Seed---> Section Reduction
Wellspring---> Section Reduction
Iname as One--->Woodwraith Strangler
Searing Meditation--->Suleiman's Legacy
Johan---> Section Reduction
Lord of Tresserhorn---> Section Reduction
Misfortune---> Section Reduction
Skyward Eye Prophets---> Section Reduction
Wandering Mage---> Section Reduction
Dune-Brood Nephilim---> Section Reduction
Glint-Eye Nephilim---> Section Reduction
Ink-Treader Nephilim---> Section Reduction
Witch-Maw Nephilim---> Section Reduction
Yore-Tiller Nephilim---> Section Reduction
Atogatog---> Section Reduction
Snow-Covered Forest---> Section Reduction
Snow-Covered Island---> Section Reduction
Snow-Covered Mountain---> Section Reduction
Snow-Covered Plains---> Section Reduction
Snow-Covered Swamp---> Section Reduction
Gods' Eye, Gate to the Reikai--->Sorrow's Path
360 Cards Sphere: The Junk Cube
360 Cards Sphere: The Junk Cube
By the way, all suggestions are welcome. If you think there are worst cards out there that could be in places of some of the bad cards the changes could be made.
360 Cards Sphere: The Junk Cube
My Cube Blog @theCubeMiser on Twitter
Guilty as charged, although I remain an avid reader of this forum. My apologies to the Junk Cube aficionados out there (like, all 3 of us) for being slack with updates.
Wow, your pimped build is a hell of a lot more impressive than mine. My all-white-bordered thing is a nice gimmick but foils > white borders.
Agreed. Since posting my original build a million years ago I've abandoned the entire snow theme (which only ever comprised something like 10 cards total). A couple of snow-related cards still remain in my list, but only as placeholders until I find something to replace them.
I've got a few suggested cuts/new inclusions:
- Petra Sphinx (far too strong....5 mana 3/4 with no drawback? Absurd!)
- Solar Tide (the best of the awful Wrath variants isn't quite bad enough)
- Talas Researcher (too strong, sadly)
- Dispersing Orb (insane bomb....the Orb + any sizeable creature + a bunch of spare lands = you completely dominate the late game)
- Cursed Monstrosity (evasion + not that overcosted = too good)
- Face of Fear (I cut this long ago for being too strong)
- Crimson Manticore
- Joven/Chandler (5 mana 3/3s without drawbacks?! What was I thinking?!)
- Retribution (better (ie. worse) options exist for red)
- Dwarven Catapult/Illuminate/Meteor Shower (Junk Cube games last for an average of 498658487282 turns, making most X-damage spells too strong)
- all the 3-, 4- and 5-colour gold cards (generally too good, even though they're difficult to play because of crap mana fixing)
+ Ignoble Soldier (what a piece of crap!)
+ Deathcurse Ogre (pretty shabby)
+ Pus Kami (amazing Soulshift synergy with Crawling Filth!)
+ Sewers of Estark (obscure promo badness)
+ Nalathni Dragon (see Sewers of Estark)
+ Falling Star (easily my favourite new card in the Anti-Cube)
+ Goblin Game (incredibly bad; always backfires with hilarious consequences)
+ Boris Devilboon (amazingly bad token generator)
+ Runesword (replace Zelyon Sword with this almost-always-worse version)
Oh, and for reference, here's my up-to-date list (not as professionally organised as B@ttle_R@ge's but it should do the job):
I'm glad to see you droped by to add some imput I was missing. It's pretty late (3am) and I'm getting rather tired so I won't be able to browse through all the new sweetness you posted. I'll probably do that tommorow and come back with some questions.
One thing that I noticed almost right away is that your cube doesn't contain 360 cards anymore. Why so? 320 is almost a whole player short to be able to 8 man the cube. Also, by cutting alot of the gold cards it forces players to pick more single colored spells. Probably really good for the environment. And the other thing are the cards that force you to have more than just the cards to play (ie: flip a coin cards and the goblin game). Think those are kind of over the top even for the bad cards cube. I see people not running them in maindeck just cause of that. Falling Star is OK tho since you just need to flip the card and nothing more.
I also noticed some really strong cards but I'll write more about that tommorow.
Thanks again for stoping by!
360 Cards Sphere: The Junk Cube
Just noticed this comment. Storm Crow is hopelessly overpowered....but a suitably watered-down version is available in Sea Eagle.
hehehe
Also,Surge of Strenght is really strong. I don't know how it played out for you but swinging with a 3/3 for 6 and casting that when the opponent blocks with a 2/2 or something gets you in for 7 damage easy.
360 Cards Sphere: The Junk Cube
Re: Surge of Strength - agreed, it's been a while since I've seen it in action but it certainly has the potential to be very strong. My excuse is that I find the RG (and WU) gold sections very difficult to manage....they just don't have the same depth of crap as other multicolour combinations. Any suggestions would be appreciated, although something to note - I try to avoid tribal interactions in this cube wherever possible, as a lot of these crappy old cards have creature-type errata which is pointless remembering. At present, only Vodalian War Machine, the two black Soulshift spirits and Kangee, Aerie Keeper violate this rule-of-thumb....I can live with the Spirits because they're so laughably bad, but I'm keen to replace the others.
This card is too strong so maybe get one of those other bad cards in instead.
Surge of Strength --->
Frenzied Tilling
Monsoon
Simoon
Windreaper Falcon
This just looks like a plain downgrade (upgrade!).
Kangee, Aerie Keeper --->Swift Silence
Energy Bolt is kind of good especially got an X spell. --->
There is actually no worst card strictly speaking. I wonder if the enemy colour pairs could be cut down by 1 and replaced with some other cards.
Fiery Gambit and Goblin Game force you to have more than just the cards to play since you need items for one and at least a coin for the other. There could be something that actually does something bad instead.
Nalathni Dragon is actually pretty solid and puts the opponent on a short clock since you can pump it for 3 every turn and swing for 4 in the air, which is rather hard to deal with in the Junk Cube.
What are your toughts about this?
360 Cards Sphere: The Junk Cube
Re: Fiery Gambit and Goblin Game - we usually Cube with a plentiful supply of counters/dice/coins handy anyway, so having access to the additional items required by these cards would never be a problem for my play group. That said, I agree with your assessment that Goblin Game is an awkward card in general, and wouldn't be opposed to cutting it (preferably replacing it with a (bad) removal spell. Suggestions?) Fiery Gambit, on the other hand, is simple/quick enough to resolve while at the same time being terrible most of the time. I love Goblin Bomb in the Crap Cube for the same reason - it could be awesome, but 99% of the time it will just sit there mocking you while it does nothing.
Re: Nalathni Dragon - I had concerns about the power level of the Dragon too, but the general consensus has been that it's bad enough. The 1-toughness is a big liability....most of the time it just runs into a Carrier Pigeon or something and dies (banding notwithstanding).
Condolences man.
360 Cards Sphere: The Junk Cube
Are you going for the reverse pimp as well? Newest version and as white bordered as possible?:p
I feel compelled to repeat everything I hear
Oh man, I lost it at this
EDH Decks:
- Reya Dawnbringer // - Mistform Ultimus // - Balthor the Defiled // - Urabrask the Hidden // - Mirri, Cat Warrior
360 Cards Sphere: The Junk Cube
Storm Crow really deserves to be in every cube. Frankenstein's Monster might be a fun terrible card.
Draft my cube!
Watch me stream!
I'm all for bad, overcosted, inefficient cards, but it doesn't feel quite right when a card you have is essentially blank.
Maybe replace it with Moonhold, Captain's Maneuver or Flowstone Charger?
EDH Decks:
- Reya Dawnbringer // - Mistform Ultimus // - Balthor the Defiled // - Urabrask the Hidden // - Mirri, Cat Warrior
@Dhaos Dragmire: Alot of games would be draws with that! The format is so ghetto that Divine Intervention would trigger more often than not. Cool card tho.
I'll see if I can get the pictures up tomorrow or on Wednesday.
360 Cards Sphere: The Junk Cube
Yep, that sucks. Considered settling for Collector's/International edition? Cons: square corners. Pros: <$1.
(My emphasis added.) I don't like the Legacy either, but there's simply no suitable replacement for it. WU, RG and BG all suffer the same problem (not enough depth of terrible cards.) I'm seriously considering pruning back the multicolour section to 20 cards total just to get around the issue.
I tried out Divine Intervention for a while and it fluctuated between being a complete blank and a complete nuisance - but not in a good way. Forcing a draw (which usually means playing another game) in this format sucks....games already take a million years to finish and you generally feel drained by the end of a match. Diving Intervention does nothing except prolong the agony.
What are peoples' thoughts on the following cards? I'm looking to make a few changes to my Cube, replacing some cards but also likely increasing the size to 400 or so. I'm pretty pedantic about maintaining the lowest possible power level, so input from other Crap Cube enthusiasts is much appreciated....we're a rare breed, after all.
Blessed Wine - Insignificant effect strapped to a slowtrip, and slowtrips are awesome because you get to see more of your terrible deck.
D'Avenant Archer - Seems overcosted/underpowered.
Formation - Giving this another try, it certainly fits the "weak effect + slowtrip" formula.
Heal - ....and here's another one.
Lightning Blow - ....and another one.
Prophecy - ....and another one!
Seeker - Fear probably makes the cut, and this costs twice as much.
Truce - Truly awful card, no matter which option your opponent chooses.
Witch Hunter - The high cost, pathetic stats, and weak first ability are fine, but I'm worried that the second ability might be a bit strong. Thoughts?
Cephalid Snitch - Insignificant body, narrow ability, just awful.
Ray of Erasure - The ability is so weak it might as well not be there, so it's really just a slowtrip.
Reveka, Wizard Savant - Might turn out to be too strong, but it is costly, fragile, and slow.
Shared Discovery - If someone wants to tap four dudes in their main phase to draw three more awful cards, power to them.
Dredge - Possibly the worst cantrip ever.
Fevered Strength - Overcosted combat trick + slowtrip.
Ichor Explosion - Massively-expensive and unreliable sweeper. Love it.
Krovikan Fetish - More weak pump + slowtrip.
Mind Ravel - Another weak slowtrip.
Mind Whip - Opponent gets to choose between a weak effect or an insignificant inconvenience.
Touch of Death - Slowtrip, etc.
Aleatory - Weak, conditional, coin-flip-based pump spell + slowtrip. This card was made for Crap Cubes.
Chaos Moon - I love these weird hard-to-control cards that have a weak upside and can backfire horribly. (See Falling Star, Fiery Gambit, Takklemaggot etc.)
Flare - Overcosted burn + slowtrip. Returning for another try.
Geosurge - Difficult to cast in the first place, and then the mana comes with usage restrictions. I despise this card.
Goblin Spy - One of those scarce one-drop creatures with a (mostly) drawback. Has been drafted highly in testing because it's so aggressive.
Harvest Mage - Fairly shabby colour-fixing effect. Might be too good as the 1/1 body for G is a beatdown machine.
Hungry Mist - High power is offset by low toughness, upkeep cost, and complete lack of evasion.
Sophic Centaur - Awful stats for cost, and the ability isn't the sort of thing a green deck wants to be wasting cards/mana on.
Subdue - Your choice of the worst Fog ever, or a horrible defensive-only pump spell.
Giving a fearlike effect to the high power, low defense, no evasion creatures in the cube becomes really good. Imagine a Seeker on a Hungry Mist. That gets the game finished pretty fast. Sophic Centaur looks like he could slow down the game even more than they already are... The other are just cards with better than average abilities. (Good mana fixing? Pfff not in this cube.)
Reducing the gold cards to 2 per color pair could be a good idea. There's always just 1 of the 3 cards that looks too good compaired to the other 2. So if we cut 1 card per color pair and the 5 dragons we get 15 cards to add. That's like 3 per color, unless we add lands or artifacts.
I kind of like the Sphere at 360. That way it gets all the cards played in an 8 man draft.
Always cool to see you posting on the subject, Vigilante. You had any particular cuts in head for the bad cards you suggested?
Also!!!
I added the pictures of the Sphere as promised. I got injured while boxing and coulden't do it any earlier. Sorry for the wait guys.
360 Cards Sphere: The Junk Cube