The Modal Cube is designed to promote complex decisions and options. Cube is known for its fantastical plays and ridiculous interactions, but not every arch-type makes use of these on a regular basis (such as aggro). To take the point further, my goal isn't to create a combo cube, but games in which you look down at your hand, see several viable options, and have to make a game-altering decision. Every. Single. Game.
There will always be choices in Magic, with a typical Cube or the Modal Cube. However, cards like Deftblade Elite have more choices built into their design than cards like Savannah Lions.
Please keep in mind that this is a budget list. The power level is roughly where I'd like to remain, but there are certain cards that I'd like to replace, which I will address at the end.
Cube Size: 360 Cards Breakdown: 48 of Each Color, 34 Artifact, 40 Multicolor, 45 Land, 1 Who/What/When/Where/Why Standard or Theme Cube: Themed Average # Players: 4 How Often Drafted: Frequency has dropped lately, due to life getting in the way.
Card Selection Powered?: No Portal?: No Proxies: Only while testing/waiting for the mail Snow?: No "Un-" Cards: If it fits. Blast from the Past, Topsy Turvy, and Who/What/When/Where/Why. Banned Cards: High power Planeswalkers. Garruk Wildspeaker and Koth push the power level, but haven't broken anything.
Cube Design Standard or Multiplayer: Standard Sideboards?: Yes Draft Format 5 packs of 9, occasional Winston or Grid
We were playing with some colour identities over the months. Every colour except White received a major overhaul, plus we replaced all the equipments with more representative options. Some cards are listed under both the IN and OUT section, indicated that they were added, then later cut during this period.
This section is for the past few months. The Modal Cube went through numerous changes and I didn't bother editing little thing, but they quickly added up to a massive shift. I decided to wait until I was satisfied with the state of the Cube before uploading everything.
Some of these cards may be very modal, but simply aren't competitive enough to be maindecked consistently. On the other hand, others may be lacking in options, but serve as the glue that holds a deck together. Ideally, both would be replaced with competitive, modal cards. However, the bar for what is competitive is considerably lower than the norm. Cards that I'm currently on the fence about will have an asterisk.
Good idea! I think I have a Phantom Tiger somewhere. Considering their fondness for Dawntreader Elk, I think my playgroup would enjoy Fertilid the most, so I'll see if I can get my hands on one. It also seems to fit the choice theme of the cube the most.
Alright, I finally got around to entering all the updates from the past three or four months. Black, Red, and Green saw major changes and solidified their identities. Blue saw some important shifts (including more/better counterspells that fit the theme). White largely stayed the same, but trimmed some of the fat.
I finally found some equipments that have been satisfactory. Similarly, the multicolour section has been more to my liking with the addition of battlemages and volvers.
My current concern is that we may be reaching an excessive number of wraths and counterspells. White has limited spot removal in the Modal cube, though, so we'll see after a few more drafts. Blue's Runeboggle and Frightful Delusion could go if the number of counters is excessive.
Other Options: Angelic Favor is another option outside of the typical White removal. Alternate cost/surprise blocker. Seems like it really fits the spirit of your cube.
Parallax Wave is very versatile and is something that an aggressive deck could use to wrap up a game.
I'd be curious to see what decks get built out of this cube. Got any deck lists/draft reports?
There's also Sunblast Angel in White. I'll probably look at cutting the least modal wrath effects (arguably Phyrexian Rebirth and Rout). The X cost in Shining Shoal, the alternate cost in Angelic Favor, and the number of targets vs. duration dynamic of Parallax Wave all hit the modal mark, so I'll look into acquiring them.
EDIT: Sorry, missed the last line. It's been a little while since we've managed to draft, due to university/work, but I could probably recall some rough lists. It hasn't been played since the most recent update (the second and third update in the most recent section of the changelog), so there'll be some differences, but general cube arch-types should be representative. I keep logs on BoardGameGeek of all our drafts, so that'll help spur my memory. I'll get back to you with some decks after going through those logs.
I'm sure there were some other creatures in there, but I can't recall them. The wraths paired nicely with Sorin, and one game I managed to live the dream by hitting my Carnifex Demon with Rite of Replication for endless -1/-1 counters. The deck was solid, but every game was close. The soft counters weren't my favourite in the cube, but I did cast Frightful Delusion just to force my opponent to discard a card and cast Spell Contortion just to draw two cards, so their modal nature was present.
One player put together this Golgari deck. It went 2-2. He was fighting with another player to draft +1/+1 counter Green creatures, but he had a lot of latent synergy and general quality creatures to rely on. Again, this is just a vague recollection.
It was interesting to see how it could change gears during the game. Corpsejack Menace was frightening paired with any +1/+1 counter creature, while Undertaker and Sheoldred was quite persistent.
In contrast, this Simic Midrange deck was made in the same draft. The player is quite inexperienced and this was his first time drafting the Modal Cube, so he could have done more shenanigans with the Spikes, but he was catching on by the end of the night.
He grabbed a fair chunk of ramp, which helped him get out his pricier finishers. He may have had some signets, too, but I'm not sure. I think he had some card draw, as well, as I distinctly recall him discarding Sekki, then casting Body Double is a copy of it. This deck went 1-3, though I think some early losses could have gone the other way, but it took him some time to get a feel for the games.
I really like the idea of the modal cube. It sounds a lot like drafting Odyssey block, which honestly if you want to experience a very tough limited format with a lot of options you could simulate a draft of that set.
But, seeing as there are some pretty solid Odyssey creatures here (definitely Wild Mongrel) I’d still like to offer some suggestions to up the “modalness” of your cube.
1. More morph creatures. I love morph creatures as it creates an interesting tension, and can provide “faster than instant speed” changes to the gamestate. Sometime you want to play your 2/2 for 3, other times you want to flip your Bane of the Living and wipe the board.
Just some suggestions:
2. Another suggestion would be to give more of your spells the same option as “morph” creatures. Cycling would fit this role beautifully, as you can get some valuable niche effects when you need them and cycle when you don’t. (Miscalculation is a good example of this)
Some suggestions:
For these cards here are my thoughts on your cube by color:
White- Windborn Muse: Now granted maybe it’s really solid in this environment but Windborn Muse is difficult to fit into a traditional archetype as control would rather wrath and midrange would rather just lay guys that are bigger than what the aggro guy has. For me it’s a bust. Kitesail Apprentice: Obviously the dude plays nice with equipment, but is it really that modal? This is a card that I imagine getting passed around the table and scooping up as a last pick. I mean he could be decent but without Trusty Machete, Bonesplitter, or Darksteel Axe I don’t think this is the cube for him.
Blue- Soothsaying: Ehh, this card doesn’t do so much. It sits on the table and durdles like top, but it takes so much more effort. I don’t even think control would like this that much. But personally I have not tested the card so maybe it belongs in a deck you typically draft. Jace Beleren: Now don’t get me wrong. I like Jace, he’s a good card. He gives you some good options as well. However, I suppose the other colors don’t get planeswalkers for budget considerations. If other colors don’t get planeswalkers this could be a potential cut for balancing reasons. Frightful Delusion: I would rather have Spell Snip honestly. I played this card in Innistrad limited and it was pretty bad. Though the discard isn’t irrelevant. Tezzeret, the Seeker: for the same reasons as Jace.
I'll get to more later, slowly making my way through each color but for now these are my suggestions. Thanks for sharing Blind Piper.
There were some morph creatures that we had tinkered with. Shaper Parasite proved to be more effort than it was worth, it seemed. I'm missing some of the big ticket items in my collection (Bane of the Living and Chromeshell Crab), but I'll definitely keep an eye out for them. I'd definitely like to add to our Morph section, though. We recently added Blistering Firecat, which one player drafted alongside Akroma, Angel of Fury, which created a lot of tension.
We have a decent amount of cycling, including several cards you listed. Unfortunately, I wasn't playing Magic during Urza's block, so I'm missing most of the older cycling cards. I'm quite fond of the ones that have added effects while cycling, like Primal Boost. Though, I think I might have a copy of Unearth sitting around somewhere.
As for your specific "questionable cards," I don't necessarily disagree. Kitesail Apprentice is mostly there to keep aggro viable, which has been a struggle. However, I think it does provide the option when paired with equipment in the mid-game of either having the Apprentice with evasion, or potentially a larger, land-locked creature with higher P/T. I'm not saying it's my most modal card in the Cube, but it'll do until I can find a better two power one-drop.
Windborn Muse has been quite reliable in control, actually. There are a lot of 2/2's, so its body is relevant, and expenditure of mana is critical. I wouldn't be opposed to cutting it, but it's definitely played a useful role in several decks.
Soothsaying was just added and I have no testing data for it, but it's a popular card around here from when our group first formed, so I'm giving it a run on nostalgia.
I'd actually like to cut Jace Beleren, I just forgot to bring it up with the group when last we met. I was thinking of putting in Echo Mage specifically, but that Chromeshell Crab is tempting if I can get my hands on one quickly. I find Jace isn't very modal compared to other 'walkers. Of all the Planeswalkers, he's kind of linear: minus him until you're at one, then either gamble on a plus to get more mileage or kill him off.
Frightful Delusion was in while I was sorting out what counters I wanted. I didn't have some things like Miscalculation on hand at the time, so it was certainly more modal than Counterspell and its kin. It's first on the chopping block for counterspells. I think we're a little above the perfect number of counters, so I'm expecting it'll go soon.
Tezzeret, the Seeker has been a great card that hasn't dominated the games at all. He's a fantastic toolbox, and the tutoring has limits (which I like in this environment) but fits into almost anything.
Generally speaking, my opinion on Planeswalkers is that I won't run any that are in my "normal" cube. I do have some budget restrictions, but I'm thinking of ordering some of the cheaper Planeswalkers at some point for the other colours that are missing them at this point (white and green). I do like how Planeswalkers force the other player to re-evaluate his offensive strategy, which is something that has been presented in other cards, as well (like Fatespinner), and that kind of tension has been quite thrilling.
My two multicoloured Planeswalkers definitely play a central role in their decks, but they're no scarier than any of the monocoloured finishers. Sorin, Lord of Innistrad has been especially fantastic, but he's never been the one-sided blowout that Sunblast Angel has been.
Updated with new cards from Christmas, most of which were specific singles one Cube player gave me. Still need to find a suitable replacement for Jace Beleren, but White now has a Planeswalker in Ajani Goldmane. After a discussion with another Cube player, Echo Mage isn't exactly what we're looking for, so I'll keep an eye out for the Chromeshell Crab. I'm also looking for a Hunting Wilds.
01/02/13 MINI UPDATE: After looking through my EDH decks and discussing it with my playgroup, Jace Beleren has been replaced by Turnabout.
I recorded the decks from our New Year's Eve draft. There were four of us drafting five packs of nine. The lands had been removed at this point, but you can probably assume most of that. The sideboard were also already returned to the rest of the cube, unfortunately.
This deck went 0-2. I didn't play against it, so I didn't see much of the interactions. I didn't see his sideboard, either, so I can't really say what other options he had drafted, but I'd probably try to cut the red, except maybe a Mountain or two to grab with Traveler's Amulet for Degavolver if he already had solid land out.
This deck went 1-1, losing in the first round before winning against the above listed Dega deck. The player was trying to force RG after a P1P1 Sarkhan Vol. Unfortunately, I was passing to him three out of five packs and I was going Naya. Still, he put together a good low manacost base with two consistent equipment and several devastating cards.
This was the first time I stared down Narcissism and it was quite intimidating. When he had the aforementioned enchantment, Wolfbitten Captive, and Spike Feeder with a freshly played Quest for the Gemblades and four mana untapped, I could really feel the pressure.
He was swapping around with his sideboard a fair bit. This was his deck after boarding for Dega. The most notable exclusion was Bonehoard, which I assume was boarded out because of Seance.
I drafted this deck, going 1-1. After picking up Street Spasm and Comet Storm early, I tried to go for as much ramp as possible. I got a respectable amount, but I would've liked more. However, the decked worked decently well, mucking up the ground until I could get out something beefy. Naya Battlemage continued to shine as a useful card for both offense and defense. Battlegrace Angel was fantastic for a stabilizer. I was most aggressively drafting mana fixing out of the four of us, and I don't regret it one bit.
This was the first draft with level up in the cube and I was quite happy with it. Lord of Shatterskull Pass drew removal like nobody's business, but Caravan Escort did exactly what I had hoped: it was a weenie in my opening hand, and was a 5/5 by the time it first got to swing when I top-decked it late-game.
This deck went 2-0, but for a very surprising reason. Contagion Clasp mixed with three Planeswalkers (two of which could tutor it out) was a potent combination, but that was just for consistency. The real monster was Demonic Rising. Between Sorin, Lord of Innistrad, Pestilence, and Azorius Keyrune, the player could easily end his turn with a single creature, often ending his next turn with only the 5/5 token. This engine was both fascinating and terrifying to watch unfold.
Arcane Sanctum, Crumbling Necropolis, Coastal Tower, and Azorius Signet provided the splash of white and red, both for Sorin and Obelisk of Alara. The Obelisk was vital to stabilizing against Dega, though it never stayed out more than a turn against Naya.
In retrospect, control has been thriving in the cube. Admittedly, we haven't had as many drafts as I would have liked, so further testing may be in order. I'm hoping to get a few better low-cost creatures for red and white, and maybe replace some of the less drafted multicolour cards like Thunderscape Battlemage.
My brother and I conducted a Solomon draft over Google Docs, then played the first half of a game on Cockatrice before he had to run. Here are the drafted decks, for those who care (as someone asked for decklists before)
This one's mine. Evolution Vat is something that I've been wanting to try for a while now, but green is popular in Modal so it's hard to force it. It turned out to be excellent, and I'd probably run it in some builds without blue (like a Spike heavy Gx deck). The option to tap an opponent's creature was well worth the +1/+1 counter it gave (which was actually beneficial against his Thrill-Kill Assassin blocker).
2. I finally replaced the ETB Tapped lands I was running.
3. I reduced the number of counterspells.
4. Rakdos received an overhaul.
Two cards that I'm considering for Rakdos over either Rix Maadi Guildmage and perhaps Traitor's Roar are Spiteflame Witch and/or Avatar of Discord. The Witch fits into Dega decks easily, which has proved to be a popular deck. On the other hand, Avatar plays well with discard themes (Squee, flashback, madness, etc.), and can end the game quickly if unanswered, but it's a terrible late-game topdeck. But if you're building around graveyard themes, the Avatar will probably be something you can discard to some other card in a late-game position.
In any case, I want to see how the Guildmage and Traitor's Roar play in the cube before any further considerations.
Sorry that I missed your message. I didn't realize it had hit page two.
In practice, the weaker level up are a real anchor for aggro decks. I'm very happy to include Caravan Escort and Knight of Cliffhaven, though I haven't had much of an opportunity to test Ikiral Outrider. The other two have seen quite extensive testing in Boros Aggro.
Caravan Escort isn't extraordinary, but its colourless level-up cost and 1 to play-2 to level cost plays well on shakier hands. It does have the threat of becoming a 5/5 First Strike during the late game, which helps aggro during a mana flood.
Knight of Cliffhaven is excellent. The level up cost is a little pricey, but getting both flying and +0/+1 is a good deal in this cube, as 2 power is quite common.
To be completely honest, aggro hasn't been excelling in the cube. There are times where it's quite impressive, but equipments are very popular around here, so it sometimes struggles to pick those up. I would like to find more aggro-oriented creatures to increase its presence, but Deftblade Elite just wasn't performing.
If I had the fetchlands for this cube, Steppe Lynx would definitely be in, as that could give more options for when to crack them, but I don't think it's a good fit currently, and I'm not going to run a vanilla creature.
I didn't consider Battalion particularly modal. It isn't really a choice, it's just on if you have enough creatures and off if you don't. However, maybe I'll find it creates more dynamic plays in practice, so I'll add it to the "To Test" list.
Quote from chancer »
soul ransom seems to fit perfectly but might be too strong
It's worth testing. Dimir could use a replacement for Esper Battlemage. I'm also planning on testing Dimir Charm in this slot, but maybe another Dimir card could be cut.
on the subject of gatecrash pit fight is one of my favorite cards due to the millions of choices it creates(before combat, after combat, eot or end of opponents turn etc.). it seems really sweet in this cube
I was considering Pit Fight, as well, but Gruul's slots are all highly appreciated. I might just pick up a copy and discuss it with the group, since it's inexpensive.
Update, including sizable changes to Blue and Green, plus a handful for other colours and split cards. This update brings a larger emphasis on cycling and morph.
This does give us a very chunky red four-drop section. The plan is to trim some of the fat after some cards get tested. It's likely that Lavaborn Muse won't stick around, but we wanted to give it a try in the hot-seat.
The Modal Cube is designed to promote complex decisions and options. Cube is known for its fantastical plays and ridiculous interactions, but not every arch-type makes use of these on a regular basis (such as aggro). To take the point further, my goal isn't to create a combo cube, but games in which you look down at your hand, see several viable options, and have to make a game-altering decision. Every. Single. Game.
There will always be choices in Magic, with a typical Cube or the Modal Cube. However, cards like Deftblade Elite have more choices built into their design than cards like Savannah Lions.
Please keep in mind that this is a budget list. The power level is roughly where I'd like to remain, but there are certain cards that I'd like to replace, which I will address at the end.
Breakdown: 48 of Each Color, 34 Artifact, 40 Multicolor, 45 Land, 1 Who/What/When/Where/Why
Standard or Theme Cube: Themed
Average # Players: 4
How Often Drafted: Frequency has dropped lately, due to life getting in the way.
Card Selection
Powered?: No
Portal?: No
Proxies: Only while testing/waiting for the mail
Snow?: No
"Un-" Cards: If it fits. Blast from the Past, Topsy Turvy, and Who/What/When/Where/Why.
Banned Cards: High power Planeswalkers. Garruk Wildspeaker and Koth push the power level, but haven't broken anything.
Cube Design
Standard or Multiplayer: Standard
Sideboards?: Yes
Draft Format 5 packs of 9, occasional Winston or Grid
Modal Cube on Cube Tutor
Order of the Golden Cricket
Safehold Sentry
Eternal Dragon
Serum Visions
Nevermaker
River Kelpie
Grizzly Fate
Strata Scythe
Molten-Tail Masticore
Feeling of Dread
Gavony Township
OUT
Ikiral Outrider
Outrider en-Kor
Séance
Slithermuse
Spirit Away
Faerie Conclave
Armed/Dangerous
Opaline Bracers
Rusting Golem
Azorius Charm
Naya Battlemage
Patrol Hound
OUT
White Shield Crusader
Traumatic Visions
Fact or Fiction
Dismember
Strands of Night
Turn/Burn
Battlefield Forge
Sulfurous Springs
City of Brass
OUT
Soothsaying
Stronghold Biologist
Strangling Soot
Enslave
Rakavolver
Boros Garrison
Rakdos Carnarium
Quicksand
Parallax Wave
Prison Term
Kor Sanctifiers
Reveillark
Tezzeret's Gambit
Necromancy
Nezumi Graverobber
Dusk Urchins
Necropolis Regent
Twisted Abomination
Far//Away
Magma Jet
Pyrewild Shaman
Koth of the Hammer
Spikeshot Elder
Viashino Slaughtermaster
Shrine of Burning Rage
Renegade Krasis
Vinelasher Kudzu
Saproling Burst
Deranged Outcast
Armed//Dangerous
Fireshrieker
Epochrasite
Precursor Golem
Empyrial Plate
Grifter's Blade
Leering Emblem
Manalith
Varolz, the Scar-Striped
Vorel of the Hull Clade
Fires of Yavimaya
Unburial Rites
Gaze of Granite
Brushland
Karplusan Forest
Llanowar Wastes
OUT
Devouring Light
Dawn Charm
Devout Witness
Knight-Captain of Eos
Mass Polymorph
Nirkana Cutthroat
Basilica Screecher
Trespasser il-Vec
Void Maw
Sheoldred, Whispering One
Swat
Slagstorm
Caldera Hellion
Chandra, the Firebrand
Goblin Bushwacker
Lavaborn Muse
Shattering Pulse
Hunting Moa
Ambush Viper
Hurricane
Prey Upon
Briarpack Alpha
Traveler's Amulet
Chimeric Idol
Galvanic Juggernaut
Mind Stone
Boros Keyrune
Selesnya Keyrune
Gruul Keyrune
Golgari Charm
Evolution Vat
Firespout
Sorin, Lord of Innistrad
Crime//Punishment
Gruul Turf
Selensya Sanctuary
Golgari Rot Farm
Angelic Skirmisher
Radiant's Judgment
Echo Tracer
Chromeshell Crab
Draining Whelk
Choking Tethers
Parallax Tide
Expunge
Unearth
Bane of the Living
Lavaborn Muse
Heart Warden
Branchsnap Lorian
Masked Admirers
Caller of the Claw
Nantuko Vigilante
Umbral Mantle
Assault / Battery
Fire / Ice
Spite / Malice
Avatar of Discord
Crypt Champion
Nightbird's Clutches
OUT
Aegis Angel
Ghostly Prison
Pemmin's Aura
Skill Borrower
Riptide Shapeshifter
Foresee
Controvert
Death Pulse
Marsh Casualties
Rathi Trapper
Street Spasm
Frenzied Goblin
Vintara Snapper
Spike Rogue
Primal Boost
Daybreak Ranger
Gleeful Sabotage
Sword of the Paruns
Hypersonic Dragon
Soul Manipulation
War Cadence
Pyrohemia
Nantuko Husk
Oona's Blackguard
Vesuvan Shapeshifter
Wall of Deceit
OUT
Yixlid Jailer
Pongify
Deep-Sea Kraken
Emeria Angel
Dega Disciple
Knight of Sursi
Opal Caryatid
Topsy Turvy
Mulldrifter
Deepcavern Imp
Silent Specter
Nightmare Void
Gruesome Discovery
Oona's Prowler
Kruin Outlaw
Splatter Thug
Goblin Razerunners
Keldon Champion
Avalanche Riders
Rakdos Pit Dragon
Pillage
Boom/Bust
Aftershock
Brimstone Volley
Slagstorm
Hunting Wilds
Garruk Wildspeaker
Mayor of Avabruck
Treetop Village
Regrowth
Kamahl, Fist of Krosa
Wolfbriar Elemental
Pelakka Wurm
Who/What/When/Where/Why
Illusionist's Bracers
Mind Stone
Jar of Eyeballs
Tectonic Edge
OUT
Valor
Akrasan Squire
Riftmarked Knight
Goldmeadow Lookout
Fervent Denial
Disruptive Pitmage
Silent Assassin
Woebringer Demon
Crippling Blight
Undying Evil
Undertaker
Grinning Ignus
Arc Mage
Anger
Mondronen Shaman
Torchling
Soulbright Flamekin
Onslaught
Reiterate
Goblin Assault
Fiery Temper
Sulfurous Blast
Topan Ascetic
Thicket Elemental
Spike Drone
Moldgraf Monstrosity
Moment's Peace
Fungal Behemoth
Terrifying Presence
Sekki, Seasons' Guide
Moltensteel Dragon
Golem Artisan
Shimmering Grotto
Transguild Promenade
Haunted Fengraf
Syndic of Tithes
Thrull Parasite
Basilica Screecher
Shriekmaw
Experiment One
Dimir Charm
Figure of Destiny
Boros Charm
Simic Charm
Boros Keyrune
Dimir Keyrune
Gruul Keyrune
Orzhov Keyrune
Simic Keyrune
OUT
Spirit Flare
Plagued Rusalka
Deepwood Ghoul
Fleshbag Marauder
Sporeback Troll
Esper Battlemage
Rise of the Hobgoblins
Intimidation Bolt
Overbeing of Myth
Boros Signet
Dimir Signet
Gruul Signet
Orzhov Signet
Simic Signet
Student of Warfare
Cenn's Tactician
Ancestral Knowledge
Cyclonic Rift
Mass Polymorph
Goblin Bushwhacker
Skitter of Lizards
Ashling the Pilgrim
Wayfarer's Bauble
Inkfathom Infiltrator
Rix Maadi Guildmage
Traitor's Roar
Murderous Redcap
Safehold Elite
Glacial Fortress
Drowned Catacomb
Rootbound Crag
OUT
Kitesail Apprentice
Deftblade Elite
Rhystic Deluge
Runeboggle
Frightful Delusion
War-Torch Goblin
Mogg Fanatic
Goblin Skycutter
Wanderer's Twig
Nightscape Battlemage
Thunderscape Battlemage
Rakdos Guildmage
Rakdos Charm
Sunscape Battlemage
Coastal Tower
Frost Marsh
Karplusan Forest
Turnabout
OUT
Jace Beleren
Ajani Goldmane
Lashwrithe
Reckless Charge
Street Spasm
Diligent Farmhand
Joraga Treespeaker
Devoted Druid
Genesis Wave
Rings of Brighthearth
Deathrender
Nivmagus Elemental
Crime/Punishment
OUT
Phyrexian Rebirth
Sangromancer
Heat Shimmer
Galvanic Arc
Wall of Roots
Invigorate
Moldervine Cloak
Desert Twister
Pristine Talisman
Minion Reflector
Spellbound Dragon
Vhati il-Dal
IN
First Update
Charm Peddler
Blinding Beam
Solar Tide
Test of Faith
Sensei Golden-Tail
Goldmeadow Lookout
Burrenton Bombardier
Spirit en-Dal
Volrath's Shapeshifter
Prohibit
Flash of Insight
Logic Knot
Spell Contortion
Cackling Witch
Ichor Slick
Marsh Casualties
Necrotic Ooze
Grim Roustabout
Thrill-Kill Assassin
Barbed Lightning
Burst Lightning
Spike Drone
Spike Breeder
Spike Soldier
Silverglade Pathfinder
Kavu Titan
Thicket Elemental
Wild Mongrel
Fertilid
Quest for the Gemblades
Strength of the Tajuru
Skinshifter
Banshee's Blade
Opaline Bracers
Sword of the Paruns
Sigil of Distinction
Obelisk of Alara
Everflowing Chalice
Flayer Husk
Copper Carapace
Sickleslicer
Sai of the Shinobi
Trading Post
Summoner's Egg
Keyrunes
Chronomatic Lantern
Dismantling Blow
Sunscape Battlemage
Nightscape Battlemage
Thunderscape Battlemage
Anavolver
Degavolver
Necravolver
Rakavolver
Azorius Charm
Golgari Charm
Rakdos Charm
Selesnya Charm
Izzet Charm
Judge's Familiar
Hypersonic Dragon
Omnibian
Overbeing of Myth
Corpsejack Menace
Transguild Promenade
Evolving Wilds
Arcane Sanctum
Crumbling Necropolis
Jungle Shrine
Savage Lands
Seaside Citadel
Second Update
Séance
Body Snatcher
Deepwood Ghoul
Demonic Rising
Oversold Cemetery
Chainer, Dementia Master
Dread Return
Doomed Necromancer
Anger
Onslaught
Goblin Assault
Mondronen Shaman
Soulbright Flamekin
Grinning Ignus
Wurmcalling
Third Update
Caravan Escort
Knight of Cliffhaven
Ikiral Outrider
Decree of Justice
Akroma's Vengeance
Augur of Bolas
Sage of Fables
Chancellor of the Spires
Miscalculation
Condescend
Soothsaying
Onyx Mage
Toshiro Umezawa
Yixlid Jailer
Grinning Demon
Guul Draz Assassin
Nirkana Cutthroat
Pestilence
Do or Die
Death Denied
Swat
Lightning Mauler
Lord of Shatterskull Pass
Kiln Fiend
Chandra, the Firebrand
Flames of the Firebrand
Blast from the Past
Arc Lightning
Forked Bolt
Chronomaton
Talon of Pain
Contagion Clasp
Nim Deathmantle
Gilder Bairn
Firespout
Ion Storm (RG)
OUT
First Update
Salvage Scout
Cho-Manno's Blessing
Griffin Guide
Cloudshift
Order of Leitbur
Ranger of Eos
Mentor of the Meek
Fiend Hunter
Kaho, Minamo Historian
Wingcrafter
Fuel for the Cause
Freed from the Real
Hydromorph Guardian
Melancholy
Spread the Sickness
Moonlight Bargain
Tar Fiend
Thoughtpicker Witch
Plaguebearer
Skirk Commando
Shivan Hellkite
Martyr of Spores
Pouncing Wurm
Phantom Centaur
Greenseeker
Aquastrand Spider
Keeper of Beasts
Phantom Tiger
Druid's Call
Utopia Vow
Werebear
Rhox
Trusty Machete
Sunforger
Loxodon Warhammer
Magewright's Stone
Icy Manipulator
Mind Stone
Bottle Gnomes
Inquisitor's Flail
Barbed Wire
Quietus Spike
Tezzeret's Gambit
Porcelain Legionnaire
Signets
Prismatic Lens
Overrule
Gruul Guildmage
Grixis Battlemage
Hit//Run
Ana Disciple
Boros Guildmage
Orzhov Guildmage
Izzet Guildmage
Azorius Herald
Shambling Shell
Vein Drinker
Selesnya Guildmage
Izzet Chronarch
Pride of the Clouds
Ceta Disciple
Simic Guildmage
Plaxcaster Frogling
Silkwing Scout
Ancient Ziggurat
Second Update
Detainment Spell
Drift of Phantasm
Mindlash Sliver
Icefall
Siege Wurm
Myr Sire
Sunfire Balm
Last Laugh
Krovikan Rot
Feebleness
Patriarch's Desire
Decree of Pain
Skirk Ridge Exhumer
Carrion Feeder
Thunderclap
Dead // Gone
Martyr of Ash
Balduvian Warlord
Sudden Shock
Skirk Volcanist
Roar of the Wurm
Third Update
Benevolent Bodyguard
Sigiled Paladin
Ronom Unicorn
Serra Advocate
Saltblast
Merfolk Looter
Ninja of the Deep Hours
Sphinx of Magosi
Daze
Power Sink
Brainstorm
Cackling Witch
Orzhov Euthanist
Viscera Seer
Imp's Mischief
Fume Spitter
Gutless Ghoul
Massacre
Kor Dirge
Midnight Charm
Maggot Therapy
Stingscourger
Yuan Shao's Infantry
Scorched Rusalka
Undying Rage
Chain of Plasma
Solar Burst
Rhystic Lightning
Fury Charm
Summoner's Egg
Mirari
Crystal Ball
Tormentor's Trident
Omnibian
Branching Bolt
Jund Battlemage
IN
Serra Advocate
Cloudshift
Spirit Flare
Hypochondria
Embolden
Devouring Light
Sunfire Balm
Divine Deflection
Wingcrafter
Skill Borrower
Think Twice
Compulsion
Circular Logic
Spirit Away
Faerie Conclave
Nether Traitor
Skirsdag High Priest
Bloodline Keeper
Sangromancer
Gristle Grinner
Woebringer Demon
Crippling Blight
Imp's Mischief
Kor Dirge
Diabolic Servitude
Enslave
Stonewright
Magus of the Scroll
Reckless Waif
Balduvian Warlord
Flowstone Overseer
Hoarding Dragon
Sudden Shock
Chain of Plasma
Dangerous Wager
Fiery Temper
Seize the Day
Devil's Play
Barbarian Ring
Phantom Tiger
Hunting Moa
Yeva, Nature's Herald
Pouncing Wurm
Roar of the Wurm
Siege Wurm
Moment's Peace
Terrifying Presence
Sprouting Vines
Moldervine Cloak
Narcissism
Desert Twister
Hurricane
Bottle Gnomes
Livewire Lash
Tormentor's Trident
Minion Reflector
OUT
Icatian Scout
Whitemane Lion
Silverchase Fox
Zealous Inquisitor
Reborn Hero
Pentarch Ward
Mobilization
Serra's Boon
Dreamscape Artist
Fathom Seer (Morph)
Shaper Parasite
Piracy Charm
Veil of Secrecy
Alexi's Cloak
Steady Progress
Ridged Kusite
Pit Keeper
Bog Witch
Headhunter (Morph)
Knight of Dusk
Cursed Flesh
Parallax Dementia
Smallpox
Dirge of Dread
Traitor's Clutch
Death Cloud
Goblin Sledder
Karplusan Wolverine
Mogg War Marshal
Goblin Warchief
Goblin Chieftain
Shock Troops
Volcano Hellion
Laccolith Warrior
Patron of the Akki
Flowstone Embrace
Flaming Sword
Battle Strain
Haze of Rage
Fireball
Mossdog
Stampede Driver
Basking Rootwalla
Elvish Skysweeper
Chatter of the Squirrel
Silt Crawler
Broodhatch Nantuko
Squallmonger
Brutalizer Exarch
Vitality Charm
Gather Courage
Edge of Autumn
Thrive
Throne of Geth
Piston Sledge
Strider Harness
Veilstone Amulet
Slithermuse
Spirit Away*
Lord of Shatterskull Pass*
Renegade Krasis*
Azorius Charm*
Naya Battlemage*
Opaline Bracers*
Rusting Golem*
Protean Hulk
The Modal Cube is also on Cube Tutor!
GWEDH Asmira's WrathGW
There were a few spelling mistakes I saw while glancing through the list:
Icatian Scout
Martyr of Frost
Siege Wurm
Sekki, Seasons' Guide
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Good idea! I think I have a Phantom Tiger somewhere. Considering their fondness for Dawntreader Elk, I think my playgroup would enjoy Fertilid the most, so I'll see if I can get my hands on one. It also seems to fit the choice theme of the cube the most.
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I finally found some equipments that have been satisfactory. Similarly, the multicolour section has been more to my liking with the addition of battlemages and volvers.
My current concern is that we may be reaching an excessive number of wraths and counterspells. White has limited spot removal in the Modal cube, though, so we'll see after a few more drafts. Blue's Runeboggle and Frightful Delusion could go if the number of counters is excessive.
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In just White you have:
Other colors have sweeper effects:
That does seem like a lot. I think that would really tip against aggressive decks.
If you need spot removal in White, you could try some damage redirection spells like:
Other Options:
Angelic Favor is another option outside of the typical White removal. Alternate cost/surprise blocker. Seems like it really fits the spirit of your cube.
Parallax Wave is very versatile and is something that an aggressive deck could use to wrap up a game.
I'd be curious to see what decks get built out of this cube. Got any deck lists/draft reports?
EDIT: Sorry, missed the last line. It's been a little while since we've managed to draft, due to university/work, but I could probably recall some rough lists. It hasn't been played since the most recent update (the second and third update in the most recent section of the changelog), so there'll be some differences, but general cube arch-types should be representative. I keep logs on BoardGameGeek of all our drafts, so that'll help spur my memory. I'll get back to you with some decks after going through those logs.
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1 Ghostly Prison
1 Austere Command
1 Phyrexian Rebirth
1 Solar Tide
1 Disruptive Pitmage
1 Quicksilver Dragon
1 Frightful Delusion
1 Hinder
1 Spell Contortion
1 Rite of Replication
1 Tezzeret the Seeker
1 Carnifex Demon
1 Sorin, Lord of Innistrad
1 Azorius Keyrune
1 Bonehoard
1 Esper Signet
I'm sure there were some other creatures in there, but I can't recall them. The wraths paired nicely with Sorin, and one game I managed to live the dream by hitting my Carnifex Demon with Rite of Replication for endless -1/-1 counters. The deck was solid, but every game was close. The soft counters weren't my favourite in the cube, but I did cast Frightful Delusion just to force my opponent to discard a card and cast Spell Contortion just to draw two cards, so their modal nature was present.
One player put together this Golgari deck. It went 2-2. He was fighting with another player to draft +1/+1 counter Green creatures, but he had a lot of latent synergy and general quality creatures to rely on. Again, this is just a vague recollection.
1 Undertaker
1 Sheoldred, Whispering One
1 Dawntreader Elk
1 Skinshifter
1 Spike Rogue
1 Briarpack Alpha
1 Mycoloth
1 Feral Hydra
1 Evolution Charm
1 Golgari Charm
1 Anavolver
1 Necravolver
It was interesting to see how it could change gears during the game. Corpsejack Menace was frightening paired with any +1/+1 counter creature, while Undertaker and Sheoldred was quite persistent.
In contrast, this Simic Midrange deck was made in the same draft. The player is quite inexperienced and this was his first time drafting the Modal Cube, so he could have done more shenanigans with the Spikes, but he was catching on by the end of the night.
1 Sakashima the Impostor
1 Murder of Crows
1 Body Double
1 Pongify
1 Wall of Roots
1 Wild Mongrel
1 Fertilid
1 Spike Feeder
1 Spike Soldier
1 Spike Tiller
1 Moldgraf Monstrosity
1 Sekki, Seasons' Guide
1 Krosan Tusker
1 Hinterland Harbor
He grabbed a fair chunk of ramp, which helped him get out his pricier finishers. He may have had some signets, too, but I'm not sure. I think he had some card draw, as well, as I distinctly recall him discarding Sekki, then casting Body Double is a copy of it. This deck went 1-3, though I think some early losses could have gone the other way, but it took him some time to get a feel for the games.
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But, seeing as there are some pretty solid Odyssey creatures here (definitely Wild Mongrel) I’d still like to offer some suggestions to up the “modalness” of your cube.
1. More morph creatures. I love morph creatures as it creates an interesting tension, and can provide “faster than instant speed” changes to the gamestate. Sometime you want to play your 2/2 for 3, other times you want to flip your Bane of the Living and wipe the board.
Just some suggestions:
2. Another suggestion would be to give more of your spells the same option as “morph” creatures. Cycling would fit this role beautifully, as you can get some valuable niche effects when you need them and cycle when you don’t. (Miscalculation is a good example of this)
Some suggestions:
The “cycling lands” (Urza’s and Onslaught)
For these cards here are my thoughts on your cube by color:
White-
Windborn Muse: Now granted maybe it’s really solid in this environment but Windborn Muse is difficult to fit into a traditional archetype as control would rather wrath and midrange would rather just lay guys that are bigger than what the aggro guy has. For me it’s a bust.
Kitesail Apprentice: Obviously the dude plays nice with equipment, but is it really that modal? This is a card that I imagine getting passed around the table and scooping up as a last pick. I mean he could be decent but without Trusty Machete, Bonesplitter, or Darksteel Axe I don’t think this is the cube for him.
Blue-
Soothsaying: Ehh, this card doesn’t do so much. It sits on the table and durdles like top, but it takes so much more effort. I don’t even think control would like this that much. But personally I have not tested the card so maybe it belongs in a deck you typically draft.
Jace Beleren: Now don’t get me wrong. I like Jace, he’s a good card. He gives you some good options as well. However, I suppose the other colors don’t get planeswalkers for budget considerations. If other colors don’t get planeswalkers this could be a potential cut for balancing reasons.
Frightful Delusion: I would rather have Spell Snip honestly. I played this card in Innistrad limited and it was pretty bad. Though the discard isn’t irrelevant.
Tezzeret, the Seeker: for the same reasons as Jace.
I'll get to more later, slowly making my way through each color but for now these are my suggestions. Thanks for sharing Blind Piper.
Thanks to Rivenor @ //forums.mtgsalvation.com/showthread.php?t=329663"/"> Miraculous Recovery for the Sig!
There were some morph creatures that we had tinkered with. Shaper Parasite proved to be more effort than it was worth, it seemed. I'm missing some of the big ticket items in my collection (Bane of the Living and Chromeshell Crab), but I'll definitely keep an eye out for them. I'd definitely like to add to our Morph section, though. We recently added Blistering Firecat, which one player drafted alongside Akroma, Angel of Fury, which created a lot of tension.
We have a decent amount of cycling, including several cards you listed. Unfortunately, I wasn't playing Magic during Urza's block, so I'm missing most of the older cycling cards. I'm quite fond of the ones that have added effects while cycling, like Primal Boost. Though, I think I might have a copy of Unearth sitting around somewhere.
As for your specific "questionable cards," I don't necessarily disagree. Kitesail Apprentice is mostly there to keep aggro viable, which has been a struggle. However, I think it does provide the option when paired with equipment in the mid-game of either having the Apprentice with evasion, or potentially a larger, land-locked creature with higher P/T. I'm not saying it's my most modal card in the Cube, but it'll do until I can find a better two power one-drop.
Windborn Muse has been quite reliable in control, actually. There are a lot of 2/2's, so its body is relevant, and expenditure of mana is critical. I wouldn't be opposed to cutting it, but it's definitely played a useful role in several decks.
Soothsaying was just added and I have no testing data for it, but it's a popular card around here from when our group first formed, so I'm giving it a run on nostalgia.
I'd actually like to cut Jace Beleren, I just forgot to bring it up with the group when last we met. I was thinking of putting in Echo Mage specifically, but that Chromeshell Crab is tempting if I can get my hands on one quickly. I find Jace isn't very modal compared to other 'walkers. Of all the Planeswalkers, he's kind of linear: minus him until you're at one, then either gamble on a plus to get more mileage or kill him off.
Frightful Delusion was in while I was sorting out what counters I wanted. I didn't have some things like Miscalculation on hand at the time, so it was certainly more modal than Counterspell and its kin. It's first on the chopping block for counterspells. I think we're a little above the perfect number of counters, so I'm expecting it'll go soon.
Tezzeret, the Seeker has been a great card that hasn't dominated the games at all. He's a fantastic toolbox, and the tutoring has limits (which I like in this environment) but fits into almost anything.
Generally speaking, my opinion on Planeswalkers is that I won't run any that are in my "normal" cube. I do have some budget restrictions, but I'm thinking of ordering some of the cheaper Planeswalkers at some point for the other colours that are missing them at this point (white and green). I do like how Planeswalkers force the other player to re-evaluate his offensive strategy, which is something that has been presented in other cards, as well (like Fatespinner), and that kind of tension has been quite thrilling.
My two multicoloured Planeswalkers definitely play a central role in their decks, but they're no scarier than any of the monocoloured finishers. Sorin, Lord of Innistrad has been especially fantastic, but he's never been the one-sided blowout that Sunblast Angel has been.
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01/02/13 MINI UPDATE: After looking through my EDH decks and discussing it with my playgroup, Jace Beleren has been replaced by Turnabout.
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1 Shattering Spree
1 War-Torch Goblin
1 Traveler's Amulet
1 Goldmeadow Harrier
1 Crippling Blight
1 Plagued Rusalka
1 Onyx Mage
1 Death Denied
1 Sensei Golden-Tail
1 Silent Assassin
1 Degavolver
1 Thrill-Kill Assassin
1 Necrotic Sliver
1 Nantuko Husk
1 Goblin Assault
1 Fleshbag Marauder
1 Windborn Muse
1 Sword of the Paruns
1 Seance
1 Clockwork Hydra
1 Shirei, Shizo's Caretaker
1 Desert
1 Isolated Chapel
1 Orzhov Basilica
This deck went 0-2. I didn't play against it, so I didn't see much of the interactions. I didn't see his sideboard, either, so I can't really say what other options he had drafted, but I'd probably try to cut the red, except maybe a Mountain or two to grab with Traveler's Amulet for Degavolver if he already had solid land out.
1 Reckless Charge
1 Wolfbitten Captive
1 Copper Carapace
1 Livewire Lash
1 Wild Mongrel
1 Ambush Viper
1 Kavu Titan
1 Quest for the Gemblades
1 Evolution Charm
1 Hearth Kami
1 Firespout
1 Narcissism
1 Fertilid
1 Cytoplast Root-Kin
1 Sarkhan Vol
1 Mondronen Shaman
1 Sulfurous Blast
1 Seize the Day
1 Chandra, the Firebrand
1 Predator Dragon
1 Haunted Fengraf
This deck went 1-1, losing in the first round before winning against the above listed Dega deck. The player was trying to force RG after a P1P1 Sarkhan Vol. Unfortunately, I was passing to him three out of five packs and I was going Naya. Still, he put together a good low manacost base with two consistent equipment and several devastating cards.
This was the first time I stared down Narcissism and it was quite intimidating. When he had the aforementioned enchantment, Wolfbitten Captive, and Spike Feeder with a freshly played Quest for the Gemblades and four mana untapped, I could really feel the pressure.
He was swapping around with his sideboard a fair bit. This was his deck after boarding for Dega. The most notable exclusion was Bonehoard, which I assume was boarded out because of Seance.
1 Caravan Escort
1 Diligent Farmhand
1 Magus of the Scroll
1 Street Spasm
1 Burst Lightning
1 Torch Fiend
1 Gruul Signet
1 Skinshifter
1 Orzhov Signet
1 Comet Storm
1 Naya Battlemage
1 Krosan Tusker
1 Orim's Thunder
1 Decree of Justice
1 Devouring Light
1 Lord of Shatterskull Pass
1 Talon of Pain
1 Briarpack Alpha
1 Sunblast Angel
1 Evolving Wilds
1 Barbarian Ring
1 Karplusan Forest
1 Sunpetal Grove
1 Boros Garrison
I drafted this deck, going 1-1. After picking up Street Spasm and Comet Storm early, I tried to go for as much ramp as possible. I got a respectable amount, but I would've liked more. However, the decked worked decently well, mucking up the ground until I could get out something beefy. Naya Battlemage continued to shine as a useful card for both offense and defense. Battlegrace Angel was fantastic for a stabilizer. I was most aggressively drafting mana fixing out of the four of us, and I don't regret it one bit.
This was the first draft with level up in the cube and I was quite happy with it. Lord of Shatterskull Pass drew removal like nobody's business, but Caravan Escort did exactly what I had hoped: it was a weenie in my opening hand, and was a 5/5 by the time it first got to swing when I top-decked it late-game.
1 Soothsaying
1 Compulsion
1 Truth or Tale
1 Contagion Clasp
1 Sickening Shoal
1 Banshee's Blade
1 Stronghold Biologist
1 Fatespinner
1 Azorius Keyrune
1 Lashwrithe
1 Galvanic Juggernaut
1 Necrotic Ooze
1 Dread Return
1 Pestilence
1 Tezzeret the Seeker
1 Body Double
1 Demonic Rising
1 Fervent Denial
1 Liliana Vess
1 Sorin, Lord of Innistrad
1 Chancellor of the Spires
1 Coastal Tower
1 Arcane Sanctum
1 Crumbling Necropolis
This deck went 2-0, but for a very surprising reason. Contagion Clasp mixed with three Planeswalkers (two of which could tutor it out) was a potent combination, but that was just for consistency. The real monster was Demonic Rising. Between Sorin, Lord of Innistrad, Pestilence, and Azorius Keyrune, the player could easily end his turn with a single creature, often ending his next turn with only the 5/5 token. This engine was both fascinating and terrifying to watch unfold.
Arcane Sanctum, Crumbling Necropolis, Coastal Tower, and Azorius Signet provided the splash of white and red, both for Sorin and Obelisk of Alara. The Obelisk was vital to stabilizing against Dega, though it never stayed out more than a turn against Naya.
In retrospect, control has been thriving in the cube. Admittedly, we haven't had as many drafts as I would have liked, so further testing may be in order. I'm hoping to get a few better low-cost creatures for red and white, and maybe replace some of the less drafted multicolour cards like Thunderscape Battlemage.
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1 Onyx Mage
1 Crimson Mage
1 Guul Draz Assassin
1 Skirsdag High Priest
1 Thrill-Kill Assassin
1 Grinning Ignus
1 Trespasser il-Vec
1 Primal Clay
1 Rise of the Hobgoblins
1 Silent Assassin
1 Mycoloth
1 Lord of Shatterskull Pass
1 Void Maw
1 Woebringer Demon
1 Rakdos Keyrune
1 Coldsteel Heart
1 Savage Lands
1 Woodland Cemetery
1 Transguild Promenade
1 Strangling Soot
1 Grim Affliction
1 Do or Die
1 Marsh Casualties
1 Reckless Charge
1 Opaline Bracers
1 Oversold Cemetery
6 Swamp
6 Mountain
1 Forest
This is my brother's deck. Some low cost pressure, ramp in mana rocks and Grinning Ignus, and beefy finishers.
1 Vintara Snapper
1 Azorius Guildmage
1 Dawntreader Elk
1 Wild Mongrel
1 Ikiral Outrider
1 Spike Feeder
1 Bonehoard
1 Slithermuse
1 Sekki, Seasons' Guide
1 Sunblast Angel
1 Overbeing of Myth
1 Contagion Clasp
1 Evolution Vat
1 Runechanter's Pike
1 Séance
1 Nim Deathmantle
1 Vines of Vastwood
1 Complicate
1 Condescend
1 Clockspinning
1 Circular Logic
1 Miscalculation
1 Azorius Chancery
1 Shimmering Grotto
1 Coastal Tower
8 Forest
3 Plains
3 Island
This one's mine. Evolution Vat is something that I've been wanting to try for a while now, but green is popular in Modal so it's hard to force it. It turned out to be excellent, and I'd probably run it in some builds without blue (like a Spike heavy Gx deck). The option to tap an opponent's creature was well worth the +1/+1 counter it gave (which was actually beneficial against his Thrill-Kill Assassin blocker).
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Student of Warfare
Cenn's Tactician
Ancestral Knowledge
Cyclonic Rift
Mass Polymorph
Goblin Bushwhacker
Skitter of Lizards
Ashling the Pilgrim
Wayfarer's Bauble
Inkfathom Infiltrator
Rix Maadi Guildmage
Traitor's Roar
Murderous Redcap
Safehold Elite
Glacial Fortress
Drowned Catacomb
Rootbound Crag
OUT
Kitesail Apprentice
Deftblade Elite
Rhystic Deluge
Runeboggle
Frightful Delusion
War-Torch Goblin
Mogg Fanatic
Goblin Skycutter
Wanderer's Twig
Nightscape Battlemage
Thunderscape Battlemage
Rakdos Guildmage
Rakdos Charm
Sunscape Battlemage
Coastal Tower
Frost Marsh
Karplusan Forest
A few notables:
1. Kitesail Apprentice has finally been replaced. I'm a little worried that Student of Warfare will be too strong, but aggro could use some help.
2. I finally replaced the ETB Tapped lands I was running.
3. I reduced the number of counterspells.
4. Rakdos received an overhaul.
Two cards that I'm considering for Rakdos over either Rix Maadi Guildmage and perhaps Traitor's Roar are Spiteflame Witch and/or Avatar of Discord. The Witch fits into Dega decks easily, which has proved to be a popular deck. On the other hand, Avatar plays well with discard themes (Squee, flashback, madness, etc.), and can end the game quickly if unanswered, but it's a terrible late-game topdeck. But if you're building around graveyard themes, the Avatar will probably be something you can discard to some other card in a late-game position.
In any case, I want to see how the Guildmage and Traitor's Roar play in the cube before any further considerations.
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In practice, the weaker level up are a real anchor for aggro decks. I'm very happy to include Caravan Escort and Knight of Cliffhaven, though I haven't had much of an opportunity to test Ikiral Outrider. The other two have seen quite extensive testing in Boros Aggro.
Caravan Escort isn't extraordinary, but its colourless level-up cost and 1 to play-2 to level cost plays well on shakier hands. It does have the threat of becoming a 5/5 First Strike during the late game, which helps aggro during a mana flood.
Knight of Cliffhaven is excellent. The level up cost is a little pricey, but getting both flying and +0/+1 is a good deal in this cube, as 2 power is quite common.
To be completely honest, aggro hasn't been excelling in the cube. There are times where it's quite impressive, but equipments are very popular around here, so it sometimes struggles to pick those up. I would like to find more aggro-oriented creatures to increase its presence, but Deftblade Elite just wasn't performing.
If I had the fetchlands for this cube, Steppe Lynx would definitely be in, as that could give more options for when to crack them, but I don't think it's a good fit currently, and I'm not going to run a vanilla creature.
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I didn't consider Battalion particularly modal. It isn't really a choice, it's just on if you have enough creatures and off if you don't. However, maybe I'll find it creates more dynamic plays in practice, so I'll add it to the "To Test" list.
It's worth testing. Dimir could use a replacement for Esper Battlemage. I'm also planning on testing Dimir Charm in this slot, but maybe another Dimir card could be cut.
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The Modal Cube is also on Cube Tutor!
GWEDH Asmira's WrathGW
The Modal Cube is also on Cube Tutor!
GWEDH Asmira's WrathGW
But as you said testing seems good
Syndic of Tithes
Thrull Parasite
Basilica Screecher
Shriekmaw
Experiment One
Dimir Charm
Figure of Destiny
Boros Charm
Simic Charm
Boros Keyrune
Dimir Keyrune
Gruul Keyrune
Orzhov Keyrune
Simic Keyrune
OUT
Spirit Flare
Plagued Rusalka
Deepwood Ghoul
Fleshbag Marauder
Sporeback Troll
Esper Battlemage
Rise of the Hobgoblins
Intimidation Bolt
Overbeing of Myth
Boros Signet
Dimir Signet
Gruul Signet
Orzhov Signet
Simic Signet
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Emeria Angel
Dega Disciple
Knight of Sursi
Opal Caryatid
Topsy Turvy
Mulldrifter
Deepcavern Imp
Silent Specter
Nightmare Void
Gruesome Discovery
Oona's Prowler
Kruin Outlaw
Splatter Thug
Goblin Razerunners
Keldon Champion
Avalanche Riders
Rakdos Pit Dragon
Pillage
Boom/Bust
Aftershock
Brimstone Volley
Slagstorm
Hunting Wilds
Garruk Wildspeaker
Mayor of Avabruck
Treetop Village
Regrowth
Kamahl, Fist of Krosa
Wolfbriar Elemental
Pelakka Wurm
Who/What/When/Where/Why
Illusionist's Bracers
Mind Stone
Jar of Eyeballs
Tectonic Edge
OUT
Valor
Akrasan Squire
Riftmarked Knight
Goldmeadow Lookout
Fervent Denial
Disruptive Pitmage
Silent Assassin
Woebringer Demon
Crippling Blight
Undying Evil
Undertaker
Grinning Ignus
Arc Mage
Anger
Mondronen Shaman
Torchling
Soulbright Flamekin
Onslaught
Reiterate
Goblin Assault
Fiery Temper
Sulfurous Blast
Topan Ascetic
Thicket Elemental
Spike Drone
Moldgraf Monstrosity
Moment's Peace
Fungal Behemoth
Terrifying Presence
Sekki, Seasons' Guide
Moltensteel Dragon
Golem Artisan
Shimmering Grotto
Transguild Promenade
Haunted Fengraf
The Modal Cube is also on Cube Tutor!
GWEDH Asmira's WrathGW
Angelic Skirmisher
Radiant's Judgment
Echo Tracer
Chromeshell Crab
Draining Whelk
Choking Tethers
Parallax Tide
Expunge
Unearth
Bane of the Living
Lavaborn Muse
Heart Warden
Branchsnap Lorian
Masked Admirers
Caller of the Claw
Nantuko Vigilante
Umbral Mantle
Assault / Battery
Fire / Ice
Spite / Malice
OUT
Aegis Angel
Ghostly Prison
Pemmin's Aura
Skill Borrower
Riptide Shapeshifter
Foresee
Controvert
Death Pulse
Marsh Casualties
Rathi Trapper
Street Spasm
Frenzied Goblin
Vintara Snapper
Spike Rogue
Primal Boost
Daybreak Ranger
Gleeful Sabotage
Sword of the Paruns
Hypersonic Dragon
Soul Manipulation
This does give us a very chunky red four-drop section. The plan is to trim some of the fat after some cards get tested. It's likely that Lavaborn Muse won't stick around, but we wanted to give it a try in the hot-seat.
The Modal Cube is also on Cube Tutor!
GWEDH Asmira's WrathGW