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Tormented Soul can't block and is unblockable.
Ok... so there were some issues. It took me longer than it should, but i realized that there is in general too much removal. Thus, most of the changes will are focused on making black and red more aggressive in their nature, and less focused on sitting back on 10+ removal spells and eventually landing 1 creature and killing with that.
So... lets begin.
1: In white
With the last update I had been trying to shift white to be focused on having lots of small creatures. Also through more testing there were some cards that were not played very often, and when they were, they weren't very good. The ones I'm replacing in this update are Darklit Gargoyle , Ajani's Sunstriker , and Feeling of Dread . All of these cards proved to be just filler slots that were undesirable or sub par. Replacing these cards are: Niblis of the Urn , which I think will allow white creature be held back by almost anything bigger than a 3/3 by giving even more tappers; Crusader of Odric is an experiment to offer white some larger creatures, hinging on the fact that they have stayed focus on the overall theme of the colour; and also Intangible Virtue is an experiment. It might be too good or downright unplayable I'm really not sure, but I think it is worth trying it out to see where it stands.
2: In blue
3: In black
Unlike blue, this is the most substantial change. As mentioned earlier, both black and red had way, way too much removal. As such, Last Kiss , Victim of Night , Tragic Slip , Doom Blade , and Executioner's Capsule are all being removed. This still leaves black with quite a bit (13 pieces) of removal, but no longer are more than the half the black cards removal. Four other cards are also being removed: Deadly Allure , Tormented Soul , Triumph of Cruelty , and Addle . Each of these cards were rather narrow, in order to change the possibilities for black, more cards needed to be cut. So, how am I changing black? My goal was to make black more aggressive, or to push the sacrifice side of black. So, for the aggressive side, Vampire Lacerator , Diregraf Ghoul , and Sarcomancy are all being added to up the aggressive one cost creatures. Just as some useful bodies Bloodhunter Bat and Vampire Outcasts should be able to work themselves into a multitude of different decks and strategies. For the sacrifice element of black Haunted Crossroads and Gravedigger are now included. The haunted crossroads are an experiment, as it may be too powerful. And finally as some general utility Sign in Blood and Duress have also been added.
In short: Executioner's Capsule , Last Kiss , Victim of Night , Tragic Slip , Doom Blade , Triumph of Cruelty , Tormented Soul , Addle , and Deadly Allure out. And Duress , Sign in Blood , Haunted Crossroads , Gravedigger , Vampire Outcasts , Bloodhunter Bat , Sarcomancy , Diregraf Ghoul , and Vampire Lacerator in.
4: In red
To follow that up, we have another large change. Similar to black, the amount of removal was an issue and needed to be tweaked. Furthermore, I really wanted to encourage the sacrifice deck, as it is both fun to play, and draft. As such, I think red should be valuing cards such as Pitchburn Devils which can act as removal in the right deck. So, Into the Maw of Hell , Street Spasm , Arc Trail , Turn to Slag , Flame Slash , and Magma Rift have all been removed. As mentioned cards like Pitchburn Devils are supposed to be strong in this cube. Thus, Gang of Devils and Goblin Arsonist , which follow a similar idea have been added. Additionally, to follow that idea of creatures into damage, Skirsdag Cultist is being added as well. 2 of the cards being replaced are centered on having a mass of creatures. Warmind Infantry and Krenko's Command are taking those spots, and the last piece of red removal is replaced by Stone Rain which could very easily be taken out, for being "unfun" but I dont think it is strong enough to see consistent play, but is strong in the sideboard against decks that have a challenging mana base.
In short: Magma Rift , Flame Slash , Turn to Slag , Arc Trail , Street Spasm , and Into the Maw of Hell out. And Gang of Devils , Goblin Arsonist , Skirsdag Cultist , Krenko's Command , Warmind Infantry , and Stone Rain in.
5: In green
It had become abundantly evident that Tracker's Instincts , Commune with the Gods , and Mulch were completely unplayable in this cube with minimal direct graveyard interaction. Also because there's no real reason to go more than 2 colours maybe splashing another Abundant Growth was also less than optimal. Another issue that green had was that it didn't have any good way to close games. Because of this first issue Sentinel Spider and Territorial Baloth are now part of the micro cube. To help push the green white aggressive archetype Mtenda Lion has also been added. And finally, Wall of Roots now gets a spot serving as both a blocker and an accelerator for the bigger green decks.
6: Multicoloured and Colourless:
For the same reason Mulch and such cards were bad, Grisly Salvage was the exact same, and considering that the multicoloured cards are supposed to be more powerful, this needed to change. As such. Noxious Hatchling will take its place and serve as a big body with a relevant ability that truly does encourage golgari play. Now for the same reason Abundant Growth was unplayable, Kaleidostone and Chromatic Sphere were also underwhelming. To not entirely eliminate colourless mana fixing, Manalith is being put in. Filling the other spot Mortarpod is coming in as another creature to damage spell.
Yet again congrats on making it to the bottom :P and thank you for reading.
Cards Id cut:
Charmbreaker Devils , Staggershock , Mindclaw Shaman , Mogg Fanatic , Pilgrim's Eye , Memory Jar , Seal of Fire , Night's Whisper , Torrent of Souls , Skull Rend , Wound Reflection , Cauldron Dance , Seize the Day , It That Betrays , Goblin Welder , Iron Myr , Leaden Myr , Honden of Infinite Rage , Tormented Soul
Cards I'd consider:
Erebos, God of the Dead , Purphoros, God of the Forge , Gratuitous Violence , Read the Bones , Stormbreath Dragon , Maggot Carrier , Burnished Hart , Fanatic of Mogis , Gray Merchant of Asphodel , Opal Palace , Surveyor's Scope
Made some changes:
After a couple sample drafts, some archetypes became pretty obvious, and some cards seemed clearly out of place, or not fun to play against. As i had mentioned, one of the goals for this cube is to be fun and encouraging for everyone. Because of this im trying to remove the leas fun cards: cards that directly counter and prevent your archetype from working. Eg. there is no graveyard hate in this cube, as red green and black all use it frequently, but not to the point to be broken.
So... lets see the changes.
1: in white
Enchantments aren't too common in this cube, and none of them break the game. Because of this Keening Apparition really just a plain old 2/2. Attended Knight is a lot more interesting. With some focus on having lots of small creatures Attended Knight fits in perfectly. With this focus on tokens and swarms of creatures Midnight Haunting seemed like a perfect fit. Another card that i found lackluster, and never found its way into any of the sample draft decks was Kor Cartographer . Although an interesting idea to have white ramp, it was too slow to be useful at all, and it wasn't what the colour needed.
2: in blue
With blue, I had noticed there were cards that were rather stock and boring, or just plain useless. Cancel was really just a filler card, and Peel from Reality was just worse than everything else, as there really isn't all that many good enter the battlefield effects right now. Ninja of the Deep Hours and Tandem Lookout provide more of what blue was looking for. focused on card draw, fliers and bounce. having these damage to cards creatures really got blue more access to what it wanted. They also allow blue to work even better with other colours as each colour has its own way of getting things through, and these cards make otherwise less than optimal cards such as Tormented Soul even more playable in a deck built around it.
3: in black
As i had mentioned im trying to get rid of the "unfun" cards in this cube. I consider Human Frailty one of these "unfun" cards. Considering that a humans are so prevalent throughout the cube having a one mana kill anything spell just wasn't really fun for any of the aggressive human decks out there. Another card that i found to be an issue is Ultimate Price . Considering there are a total of 20 multicoloured cards in the cube, and not all of them are creatures, Ultimate Price served as a 2 mana kill absolutely anything in the game. In order to offset this loss in removal, I added Diabolic Edict as it still fills that slot, only is a lot more fair. I filled Human Frailty 's spot with Shadow Guildmage in order to encourage more multicolour play, while being useful in either black red, or black blue, and best in grixis.
4: in red
This change is pretty simple. I found both Searing Blaze and Deathbellow Raider kind of boring. So in order to make things a little more exciting I added Thunderscape Apprentice and Thorn-Thrash Viashino . Both of these encourage multicoloured drafts as well as archetype drafting.
5: in green
One of the things I realized I really liked about green in the cube is having cards such as Urborg Elf where the options it provides you are more numerous. Because of this i found Scorned Villager Flip to be less open than Druid of the Anima . As another change, I thought Spider Spawning would be a perfect fit to the green black sacrifice and graveyard based decks. Looking for one of the weaker and less fitting cards in the cube i removed Fog for it never really fits into any deck seamlessly so i think it was the easiest card to bring out.
6: multicoloured changes
This is where there are the most significant changes. In Orzhov, both One Thousand Lashes and Orzhov Charm were never played, so I decided that they needed cards with more punch. Tidehollow Sculler and Unmake and both a little more powerful, and more interesting to draft. For Dimir, Far / Away was much too powerful. The nature of the split card allowed either blue or black decks to play it and be happy with it. The idea of the multicoloured cards in this cube is to be the more outstanding and showy cards. Thus I've decided to try Agony Warp in its place, as it can do some crazy things to combat, and only the dimir decks really want to use it. Similar to Orzhov, the Simic multicolour cards were lackluster, and never got played. Both Lorescale Coatl and Gaea's Skyfolk are being replaced with hopefully more impactful Elusive Krasis and Temporal Spring . Yet again, the multicoloured cards are supposed to be the flashy and powerful cards in the cube. For Gruul, Pit Fight fell into neither category. Instead Ghor-Clan Rampager is taking its place. Back to the idea of getting rid of "unfun" cards, Blightning is no fun to play against, and it didnt really have a home. Now, Shambling Remains with take its spot fulfilling rolles in the agressive Rakdos decks as well as the sacrifice and graveyard based decks.
And finally, I've added 3 cards to the cube that aren't replacing anything else. Because there is currently no real strong support for WUBRG decks, i decided to add in Kaleidostone in order to try and support that a little, as well as serve as slow mana fixing as well as a can-trip. In order to accommodate for the sacrifice based decks, Altar of Dementia has been added. It offers more to both anyone trying to just play the sacrifice game, or the mill game. And finally, I'm trying Blasted Landscape for the moment. Because so much of the cube is mono coloured, many decks can take the price of colourless mana, and the cycling that it gives to any deck could make it more reliable, if it can deal with the harm to the mana. This trade off I think provides real skill testing in order to see if players can evaluate effectively the value of something like Blasted Landscape in their deck.
Congrats on making it to the bottom :P and thank you for reading
Invisible Stalker certainly has its perks, especially hexproof. One of my playgroup always plays blue so that is important to me. I use Tormented Soul for an unblockable 1 drop creature, and add hexproof with instants like Vines of Vastwood . I found the versatility to protect any of my strong attackers to be more powerful and reliable than depending on a single attacker. There is also Alpha Authority and Ranger's Guile .
Blue, Black, and Green would be fun with a counter deck so don't get rid of blue completely if you like it. Especially if you want to keep Invisible Stalker . I am working on a Simic counter deck starring: Vorel of the Hull Clade , Scute Mob , and Gilder Bairn .
Too many fun choices!
Death's Menace is my Golgari counter deck built around Varolz, the Scar-Striped + Death's Shadow + Corpsejack Menace . Tormented Soul or Lotleth Troll usually defeat the opponent before Corpsejack Menace has time to come into play but I kept him for longer multiplayer games. The major difference is my deck is based on scavenge where yours is based on creatures staying in the graveyard.
I saw a really cool graveyard deck with Cairn Wanderer , but forget who made it. That card has synergy with a few of your creatures.
Thanks xKrenko, Gaze of Granite is side boarded to wipe out token creatures; several of my play group's decks run a lot of tokens... as do a few of my other decks. If Dying Wish would trigger with bounce, flicker, or exile I would make the change. My friends usually don't kill creatures in this deck, once they are buffed with counters. But I have to contend with the effects above... usually attributed to blue.
And, Felixlives, I put in the one copy of Necropolis Regent to see what would happen, but you're right it wasn't as useful as I'd hoped... partly because there was just the one copy, but I'm not cutting more of the other creatures to make room for extra copies. For now it is replaced with a 4th copy of Tormented Soul . Eventually I would like to add more protection from blue, bounce, flicker, and exile... that really seems to be the deck's biggest weakness at the moment. I'm considering Skylasher or Thrun, the Last Troll .
|Power / Toughness||1/1|
|Avg. draft pick||6.54|
|Avg. cube pick||11.87|
|Commander / EDH||Legal|
|Planechase 2012 Edition||Common|
|2012 Core Set||Common|