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Pacifism use to be an acceptable card to play in a cube of my size. The point of this is White has benefited most from Wizards recent sets. The main focus of White in my cube is to act as an aggressive color. As I said in my focus category, weenie aggression is the main archetype I want to support in this section. Moat does not jive in that deck at all. I have one flying creature in my two drops, and one in my four drops.
I've been cubing for aover two years now. I at one point polled my players and asked them if the recursion ability of Eternal Dragon has ever been used. We could recall one game in which it had. Most of the time the Dragon is cycled for land. Blue is probably my second go to color for drafting. Blue fits on the most right side of the control vs agro pendulum. Blue has few aggressive cards worth playing. As a result the average mana cost of this section tends to be a bit higher than elsewhere.
With Wizard's recent push to emphasize creatures it might be possible to have blue be able to move from a pure control to more creature oriented. Right now that is not an option, but right now it is not.
We are in an odd era for blue. Wizards seems hellbent on making the color worse. And then they print Jace the Mind Sculptor and we have a new best card in standard. Seriously, we had just gotten rid of Cryptic Command. The main focus of Blue is control. It would be impossible to build a blue main aggressive deck in my cube. But there are a few cards that you might be able to play in an aggressive deck splashing blue.
Mostly I just keep on neglecting to print a proxy out of this card. Or I have other cards I want to experiment with more than Time Spiral.
Since this has been unbanned, I"m unlikely to ever pick one up. I hate proxying a card and thinking, it's never going to get better than this. It's just not a blue card. I was really hopping for more playable colored artifacts to boost my artifact count for cards like this and Academy RUins.
Sally scards has been failing on this one. Wizards seems at a loss for what they want Black to be doing now a days. Back during Time Spiral era the color was getting great control spells like Damnation and awesome finishers like Kokoshu. Now the color is starting to be biased towards aggressive strategies with cards like Sign in Blood and the entire Vampire tribe.
Black needs some form of life gain in it. I count seventeen forums of self mutilation in black right now. Vampire Nighthawk and Sorin Markov were godsends for helping to reverse this problem with some life gain. Wizards realy needs to print a color-shifted Knight of Meadowgrain to help out. Currently black does not have the wealth of one drops with good power: But the inclusion of 1cc discard and Dark Ritual helps to give black more turn one plays.
Black is more on the control end of the scale than white. Black has a large catalog of great removal spells and awesome discard. Also since Wizard's thinks black can get almost any effect if you attack a life cost on it because black is evil it does not have a problem having a wide array of effects.
I never found this card to be the powerhouse that it is in constructed formats. Due to a lack of a critical mass of ritual effects, black has a hard time ramping into this and then playing a few spells.
Red has always been one of the harder colors for me to design. I don't play the color unless forced to. As a result most of my proxies tend to be red. Red is the most two dimensional color in the cube, and it shows.
Wizard has had an idea about what they wanted to do with red since Day one. Burn, blow things up, and Dragons. And they have stayed true to that goal ever since. Sadly most of the powerful cards that Wizard's has printed lately have been reprints.
Lightning Bolt and Ball Lightning might have been great for standard, but they didn't help us cubers. I'm moving red from pure agro to agro with some mana denial. I like how this gives red a bit more depth than just burning you out. A card that I will try later when I see how much I like my current amount of land destruction.
It might just be the snob inside of me, but I refuse to play this card on principals sake. Luckily there is enough quality red burn where this is not an issue. Green and I have a bit of a History. When it comes to hues Green is my favorite color. I have always had a soft spot for the color. In fact the only deck I have built right now is mono green elves. Ever since Time Spiral Wizards has really been trying to help out green. Goyf and Harmonize were the two big pushes then, and Vengevine and Lotus Cobra is what they are doing now.
Greens focus is mana ramp and aggressive creatures. I have been adding ramp based cards to my cube for quite a bit of time no, but it always seems to be at the expense of the cards your ramp into. It might be hard for green to build a weenie aggressive deck like White and Red can, but green always offers great support to those strategies.
And it is the best Mid Range color in the cube. I really don't have a good reason why I have never tried this guy out. I always mean to but never get around to it. Simply I don't want a mana producer in my cube that doesn't produce mana when I need lands.
I got a bit of a sadistic glee when people started saying it wasn't good in standard. Last edited by Pringlesman: Rollback Post to Revision RollBack. That's the remarkable thing about life. It's never so bad that it can't get worse Calvin and Hobbes Cube Tutor. As you could tell by my General Cube discription, I choose to limit the importanc of Gold in the Cube.
I limit it to the point that it is painful to cut any cards in it. I think if a card is going to require you to be in multiple colors, it better rewrd you greatly for doing so. As most of you have heard so far there are only 27 color combinations in magic 5 mono, 10 dual color, 10 tri color, 5 quad-color, 1 five color, and 1 mono-brown. Since that means a WU card is at minumum twice as hard to play as a white counterpart there reward for it should be much greater. I also choose not to run any three color cards.
A choice that is fairly unique with the more refined cubes. I've tried to identify the worst and best card in each combination. This doesn't mean that the card is bad, but since the color combinations are so small, it means that if a good card got printed, this is what I would be looking towards to cut. Wizard'shas gone a bit Gold Crazy in the past few years. I think my current disdane for it is based on just an overwhellming amount of Multicolor. Hell my two favorite blocks is Invasion and Ravnica.
There really isn't an overwhelming focus to my multicolor section due to the nature of multicolor. This tends to be the fourth card that most people play in RW. I wanted somthing on the lower end of the curve. I have never liked this card. It was easy for me to leave it out of the construction of the cube also. Due to having a small multicolor selection, I just don't have room for the card. Artifacts are interesting in the cube. We have such a huge assorment that it can be hard to narow down the selection down to 50 or so cards.
And since the cards aren't ment to be played as a deck in the same way that white is, we get a much larger array of what is exceptable. I try to play as many equipments as possible. Anytime you have an equipment on the field your opponent has to deal with each and every creature you play.
I also didn't want the Artifact section to be completly dominated by Manafacts. There are quite a few of them that I'm not playing because I wanted some diversity in this section. I also wanted to play as many artifact creatures as I could. That way any deck that is short on threats could possibly pick up an additional one or two artifact creatures instead of splashing into another color.
I felt like I had enough artifact mana when I hit 18 cards. That is the only reason I'm not playing any of these cards. I'm saving this for a future update, I felt like I changed enough stuff with this one.
Oh lands, one of the dullest but most important parts of magic. But as a reasonably intelligent Magic player I realize the consistency that good Dual lands can give you. Since I moved my "colored" lands from my land section to my mono colored section the dynamics of lands have changed quite a bit. I tend to look for mana fixing and manlands out of a land now. Cards I'm not running Gran Colosseum: Yes, I am aware at how insanely good this thing is.
I can always hide behind the fact that I'm trying to make 5 and 4 color decks harder to build, but I think the real reason I don't run this card is because I can't get past the fact that it is a Comes into play tapped painland.
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