Posted on Nov. 25, 2017, 8:33 a.m. by LeaPlath
So as to stop competing with the other cubes in the area (we have powered, pauper, eternal and C/U) I've decided to turn my cube into a frontier cube. This means only cards since M15, which gives me 14 sets to work with.
I could expand this to only frontier bordered cards, such as those from the Commander sets, as it gives access to some powerful interesting creatures that support archetypes I want to develop. For example Akiri, Line-Slinger is a powerful interesting card with a somewhat build around me ability who could go well in the RW Cars archetype, or powerful game ending spells like Ezuri's Predation for ramp archetypes.
I am also thinking about this as having archetype support and cross over. So for example, the R/B archetype is steal and sacrifice. W/B is tokens. R/W is cars. So there is some obvious cross over, such as the token decks being able to use sacrifice outlets for extra value if they are getting multiple small creatures from 1 card,
So here is what I have and the sort of level I want in terms of power level, would value your opinions. I am not having planeswalkers except the origin flip walkers due to power level and the recent move away from burn spells going face to deal with walkers and to creatures.
W/U: UW Flyers with a Dragon subtheme. There are a lot of decent U/W flyer cards and there is always an option to go aggro with something like favourable winds , backed up with recent flyers from other colours. The dragons are more control finishers and enable some synergistic cards such as Orator of Ojutai or similar. The two sort of signalling uncommons I intend to have are
U/B: U/B Artifacts, with a bit of a treasure subtheme. Deadeye Plunderers and Tezzeret's Touch as signalling uncommons. If I do decide to go into commander packs and stuff Baleful Strix is a control and artifact deck option.
B/R: Steal and Sacrifice with Makeshift Munitions and Ruthless Knave as signalling cards. There is also an option to try something like a R/B Vampires/madness deck but that has less cross faction synergy.
R/G: Land based ramp. I'm struggling to find uncommons that support this as well as the others as they tend to just be big vanilla beaters, but Raging Swordtooth is probably there as he punishes you for playing mana dorks.
G/W: I am not 100% on this one, it could be a G/W counters deck or G/W Humans but I'm not sure.
B/G: I'm not sure on this either. I'm thinking a G/B Elves deck which can be beat down or ramp using stuff like Shaman of the Pack to drain or the mana dorks to drop some big bomb like Ulamog or a gear hulk. There is also stuff like Constrictor for counter manipulation that has synergy with energy and stuff but I'm unsure how good it is?
G/U: I'm tempted by energy as there is a lot of semi decent energy generation and payoff cards like Hydra which are OK on their own but really good with enough energy production. However this means generically good stuff like Glint-Sleeve Siphoner might make people blur and expect more pay off in black than that one card.
U/R: Raid/aggro with a pirate subtheme/pay off cards. I'm concerned though that they may not be enough pirates or hint at it being 3 coloured for me to include Fathom Fleet Captain which is good in tokens or in a generic aggro deck.
R/W: Cars! Renegade Wheelsmith and Veteran Motorist are both aggressive and play well with cars. There is some concern though about them being too generically good and making the R/W player fight too hard.
So folks, your thoughts?