Time to crack another pack! This pack generated from TappedOut.net, the MTG Deck Builder There are a lot of powerful cards in this pack, some overlapping in style but they mostly are all distinctly different by role or color. … Continue reading
Author Archives: Sam
A Basic Guide to Drafting Green Ramp in Cube
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Each player has a favorite color. You can be versatile in your play and be able to use a bunch of different styles of decks, ranging from aggro to control and everything else in-between, but players have style preference and … Continue reading
Lists for Cubes #2
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Lists for Cubes #2 Pete, Al, and Sam sit by the yule log and sip cocoa, talking about their favorite build around cards in cube. And with the beginning sampled pack, what would you choose?: Sun Titan Dance of the … Continue reading
Lists for Cubes #1
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Lists for Cubes #1 A new podcast series! Sam, Pete, and Al talk about cube in general and go over a set of lists. Pete’s list: http://cubetutor.com/visualspoiler/994 Al’s list: http://cubetutor.com/visualspoiler/1606 Sam’s Pauper list: http://cubetutor.com/visualspoiler/1143
A Basic Guide to Mono Red in Cube
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Cube is a complicated format with tons of cool interactions and possible decks. There are control decks that draw a million cards and deny everything, decks where creatures are going in and out of your graveyard constantly, decks where you … Continue reading
True-Name Nemesis in Cube
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True-Name Nemesis is an actual card. An actually very-very-very good card. Reading the initial spoiler for True-Name was one of those moments where you’re looking at a card and wondering if you’re really reading what is does or … Continue reading
Some of My Favorite (Pauper) Cards
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This article needs to start off with a disclaimer: I am in no way an authority of expert on pauper cube. I feel like I know a lot about regular cube and I’m insanely confident about my opinion of the … Continue reading
Foray Into Pauper Cube
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A short post, but I’m excited to present my pauper list: Draft it here on cube tutor Feel free to mock draft the cube as much as you want and let me know what notable cards I’m missing! There are … Continue reading
Pack 1 Pick 1 #14
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It took me a bit longer than last time to generate this pack, but this one is a doozy. There are a ton of strong cards, and some serious frontline contenders, but there’s nothing that stands head-and-shoulders above the rest. Some of you will disagree with that sentiment, and I certainly have my own biases that pull me in one direction more than another, but when it comes down to it there are many strong cards that appeal to a variety of archetypes.
For starters there’s my old favorite, Recurring Nightmare. This is an ideal spot to take the card: early on where I can focus on building around the Nightmare, and I can jump off into other directions without completely abandoning the card. It’s possible to build a variety of builds in other colors and only splash black, and still have Recurring Nightmare be a high impact card that is able to be casted and activated multiple times in a turn even off a slight commitment. While it’s not a guarantee that we’ll pull a helpful, synergistic piece off the wheel, Nightmare is strong enough that you don’t need every card to be focused around it, though it’s better when you can add more to the mixture. There are more universal picks in this pack, some that could be stronger in a vacuum, but if you need a focus while you’re drafting then Recurring Nightmare is an excellent choice.
Heading to brown-town is one of the easiest ways to stay open while still picking a powerful card that can either be archetypal or powerful for a bunch of different decks, and Grim Monolith is one of those brown cards I’m seriously eyeing up. Big mana decks beat a lot of the others, since they operate early in the game with bombs where other decks are still developing. Dropping your bombs ahead of curve where they are tough to deal with will trump a lot of decks, and while Grim Monolith is certainly worse than cards like Mana Vault or other like-pieces of ramp, it’s as close as you can get without being over-the-top broken. In fact Grim Monolith is the extent I’d go to with brown ramp in an unpowered cube, since it is inherently amazing but is not going to completely bury a deck. A turn 2 four-or-five drop off of a mana vault in much tougher to deal with than a turn 3 five-drop. Picking Grim Monolith allows you to play off whatever you’re being passed as well, since so many different strategies are looking to play big spells early on. Grim Monolith is the one I expect most people to want, but I could be wrong there.
The other brown card I really enjoy is the sword, but if we’re looking at the sword we need to consider Stoneforge Mystic as well. Sword of Body and Mind is insane and will win games quick. Like Jace, Adept at Winning, it only takes a few connections to win off of Body and Mind connects, and if the sword-wielding critter gets killed, then there could be a wolf waiting to hold the sword in its teeth. I’m a huge fan of Sword of Body and Mind. But I’m a bigger fan of two copies of Jitte. Or two Batterskulls. Or two of the same sword. Or a copy of one sword or another. Perhaps I think of Stoneforge higher than other people do, but providing a cheap tutor on a body where you can cheat the weapon in or make it uncounterable propels Stoneforge to great heights. Taking Stoneforge early can lead to the risk of missing out on a weapon, and it’s almost crazy to pass a sword for a card that gets one of the few targets it has in the cube. If you spike an amazing weapon later on, it’s much better having the Stoneforge and the weapon instead of two different weapons. Like I said earlier, it’s much better have two Jittes than it is to have a Jitte and a Sword.
If Planeswalkers are more your speed then Sorin, Lord of Innistrad is a great choice and the last card I’m seriously considering. Sorin functions as a mostly-worse Elspeth, Knight-Errant, but when you’re compared to one of the greatest Planeswalkers then you’re in good company. Sorin may not give you as big of an evasive threat, start with as much loyalty, or continually churn upwards towards his finisher, but he does bring a lot of positives to the table. In the token or BW-aggressive based decks it’s nice to be able to pump out threats that gain life. Combined with the various Glorious Anthem type of cards that the archetypes prefer, Sorin can pump out multiple permanent boosts to power that can turn a decent-sized army into a 1 or 2 turn clock. There are also a lot of cards that you could potentially wheel if you take the sorin, from the other Planeswalker Ajani to any of the black creatures. If you’re looking to make a slower build then you could wheel the Terminus, a great card with a Sorin on the board when you want to clear creatures off an start adding your own.
There are some great options here, let us know what you would choose in the comments!
Pack 1 Pick 1 #13
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Time for another Pack 1 Pick 1! For the first time ever I opened a pack on the first try that didn’t have a clear first-pick. There are some cards in this pack that are ones people have said are “clear” first picks in some videos I’ve watched, but I disagree and think this is a pretty even pack that allows you to go into a lot of different directions.
For starters there’s Llanowar Elves. While not exciting by any means, and probably not on the radar for a lot of players, there are a few reasons why this caught my eye. First off, it’s the first card in the pack. (Har-har.) In terms of the accompanying cards, it’s one of only 2 green cards, and noxious revival is more of a colorless card that is better in decks that can make green than anything. The noxious not wheeling is not a sign that green is necessarily being drafted by another player, even in a smaller draft like a 4-man, since there are so many decks could use the noxious effect. Llanowar Elves as a card isn’t jump-off-the-page exciting, but I tend to draft a lot of decks with green in them while cubing and you want a good amount of elves if you’re looking to ramp. While it’s pretty “all-in” compared to some other picks in this pack, there is so much ramp in green that it can support two players depending on how many there are in a draft.
On the opposite end of the ramp spectrum is Sundering Titan, i.e. the guy you want to be playing off your elves and other big-mana makers. Fortunately for Sundering Titan he isn’t as pigeon-holed as some of the green fatties are into the green decks. Sundering Titan excels in just about any deck that can put 8 drops into play, whether that’s through cheating or fairly ramping up with incremental ramp spells. He’s really cool in the cheating decks too, since Titan often turns into a 7/10 with two Armageddon attached to him, which are sometimes more one-sided than not. For the same reason as I’d pick elves—in that I like to put massive creatures into play—this is one of my safer picks, since I gravitate towards the Titan-style decks to begin with.
Misty Rainforest is probably the actual “safest” pick here, and for good reason. In cube, where there are so many amazing cards in all the colors, it can be really strong to splash for an effect your colors typically can’t run if your fixing is strong enough. The fetches help your mana base the most, and if you’re picking in a vacuum then I take the fetch over duals every time when it comes to priority for quality fixing. The reason is that being able to grab the third color through a dual is incredible, and being able to grab that off-color basic with one side of the fetch is also great. Ultimately, fetches provide more versatility than duals, being able to find a bunch of different cards that you drafted instead of only being exactly what it is. Taking the Misty here and wheeling the Evolving Wilds could be the start of a nice 4-5 color decks, perhaps base green if that starts to funnel in.
If you’ve decided that the aggro cards are the strongest here, which could certainly be the case, there are a few options. Grim Lavamancer is nice, since it’s good in the aggro and also RG midrange decks too. In aggro he’s a one-drop that eats up all your burn and removed creatures and turns them into shocks. In midrange he’s a bit more versatile, able to eat their little early guys and acting as a later win-condition once your graveyard fills up with your earlier spells. Black Vise is a nice one, but one I don’t want to be taking early since I’m siding it out in a lot of different match ups. Anhk of Mishra is a bit stronger for the colorless options, and if you were to take it then you’re looking to play 16, maybe 16 lands.
Cryptic Command is a p1p1 trap that a lot of people in recorded videos have made, saying it’s an amazing card. While I certainly agree, and if I was already in blue by packs 2 or 3 then I would certainly consider it, but I feel that taking any triple-colored card this early is absurd in a pack with so many other good options. If you end up being in blue you’ll look like a genius, but why force yourself into the best color? If your color split Is 50% or worse—a number I came up with off the top of my head that seemed legitimate—then Cryptic is pretty bad, being uncastable under a lot of different mana bases. I’d rather stay open and pick a strong card instead of just picking a strong card.
Ultimately I think I just take Misty Rainforest since if I wheel any of the blue or green cards I’m probably in good shape. What would you choose?