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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Wooded Bastion
Land
: Gain .
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Optimator on
Boots for the Beatdown
1 month ago
True Conviction could be some sort of limit break. Or Big Guard or Enemy Skill Materia.
For your lands, why not do alters of :
Jetmir's Garden - Temple of the ancients? The Crater? Wall Market? Another version of Aeris's church garden or home garden? The Ancient Forest?
The inclusion of Jetmir's Garden also makes Three Visits and Nature's Lore a lot better. Fetch lands too, but I understand the desire not to run fetches. It also turns on all three Check lands.
Sacred Foundry - Stomping Ground - Temple Garden -- Temple Garden would be extra-thematic for Coral Valley or The Temple of the Ancients
Bountiful Promenade - Spectator Seating - Spire Garden
Commercial District - Elegant Parlor - Lush Portico
You have all three Check lands in, so of course having duals with land types is extra desirable. Check lands also go extra-well with Fetch lands, but you may not have room if you're keeping the cool precon lands.
I feel like if you're going all-out with this deck, why not have the good lands? Aggro decks need them more. Swap the cycling duals and the always-tapped duals? (Radiant Grove etc). You could also swap the Snow duals, though it is fairly thematic for those lands to be Snow lands. Still, you have no Snow payoffs to worry about.
I feel like Wooded Bastion and Sunscorched Divide could be upgraded easily enough--although I do kind of like how the Sunscorched Divide and Wooded Bastion complete the cycle from the precon. I've always found the Shadowmoor filterlands to be a bit unreliable in three-color decks. Not awful, mind you. Still, I think you'd be way better off swapping the alters over to shock lands or Battlebond duals.
You could turn Wooded Ridgeline into Stomping Ground and keep the art and flavor text.
I love the inclusion of the "Slowland" cycle (Sundown Pass etc)
trippy_mcfly on
Cumly Cube
5 months ago
Introducing Cumly Cube 1.3! Two years ago, Cumly Cube was updated to Cumly Cube 1.2, creating a balanced cube and wonderful play experience for all involved. Despite these changes, there remained some minor flaws in the card pool. I am now pleased to announce that, after extensive research and design, Cumly Cube has reached a final form. No card is too powerful. No card is too weak. Synergy is abundant. Both the draft and play experiences are dynamic, exciting, and new. There will be no more major updates to Cumly Cube 1.
120 cards have been removed, and 120 cards have been added. Here are the changes, provided with brief justifications:
REMOVED:
ARTIFACT
- Everflowing Chalice: mana rocks should cost 3 or have a drawback
- Glass of the Guildpact: too weak
- Heraldic Banner: encouraged mono-colored decks
- Illuminated Folio: too weak
- Jayemdae Tome: too weak
- Loreseeker's Stone: too weak
- Mind Stone: mana rocks should cost 3 or have a drawback
- Null Rod: too much of a hate card
- Pithing Needle: too powerful with Urza's Saga
- Pyromancer's Goggles: too narrow
- Retrofitter Foundry: too powerful with Urza's Saga
CREATURE
- Bomat Courier: too powerful against slow starts
- Deathpact Angel: creates a Cleric token, not a supported creature type
- Dimir Cutpurse: too powerful
- Elves of Deep Shadow: too obvious of a choice as a cumly
- Golos, Tireless Pilgrim: too powerful
- Hostage Taker: too powerful
- Kalamax, the Stormsire: too powerful
- Loyal Retainers: too obvious of a choice as a cumly
- Monastery Mentor: too powerful
- Moonveil Dragon: pumping the team makes for anticlimactic endings
- Murktide Regent: we’ve seen enough of this card already in other formats
- Ornithopter of Paradise: too obvious of a choice as a cumly
- Phantom Tiger: too weak
- Risen Reef: too powerful
- Shadrix Silverquill: creates Inkling tokens, not a supported creature type
- Tatyova, Benthic Druid: too powerful
- Thraben Inspector: we’ve seen enough of this card already in other formats
- Toxrill, the Corrosive: creates Slug tokens, not a supported creature type
ENCHANTMENT
- Alpha Authority: hexproof makes for less interesting games
- Favorable Winds: too weak
- Offspring's Revenge: too narrow
- Pernicious Deed: too powerful of a board wipe
- Rally the Ranks: too weak
- Song of Freyalise: too typical a card for green
LAND (types are grouped together in this list)
- Tolarian Academy: too powerful
- Arid Mesa: mana-fixing should not be so easy in Cumly Cube
- Bloodstained Mire: mana-fixing should not be so easy in Cumly Cube
- Flooded Strand: mana-fixing should not be so easy in Cumly Cube
- Marsh Flats: mana-fixing should not be so easy in Cumly Cube
- Misty Rainforest: mana-fixing should not be so easy in Cumly Cube
- Polluted Delta: mana-fixing should not be so easy in Cumly Cube
- Scalding Tarn: mana-fixing should not be so easy in Cumly Cube
- Verdant Catacombs: mana-fixing should not be so easy in Cumly Cube
- Windswept Heath: mana-fixing should not be so easy in Cumly Cube
- Wooded Foothills: mana-fixing should not be so easy in Cumly Cube
- Badlands: mana-fixing should not be so easy in Cumly Cube
- Bayou: mana-fixing should not be so easy in Cumly Cube
- Plateau: mana-fixing should not be so easy in Cumly Cube
- Savannah: mana-fixing should not be so easy in Cumly Cube
- Scrubland: mana-fixing should not be so easy in Cumly Cube
- Taiga: mana-fixing should not be so easy in Cumly Cube
- Tropical Island: mana-fixing should not be so easy in Cumly Cube
- Tundra: mana-fixing should not be so easy in Cumly Cube
- Underground Sea: mana-fixing should not be so easy in Cumly Cube
- Volcanic Island: mana-fixing should not be so easy in Cumly Cube
- Hissing Quagmire: creature lands are too versatile and discourage disciplined drafting
- Lavaclaw Reaches: creature lands are too versatile and discourage disciplined drafting
- Lumbering Falls: creature lands are too versatile and discourage disciplined drafting
- Shambling Vent: creature lands are too versatile and discourage disciplined drafting
- Needle Spires: creature lands are too versatile and discourage disciplined drafting
- Raging Ravine: creature lands are too versatile and discourage disciplined drafting
- Stirring Wildwood: creature lands are too versatile and discourage disciplined drafting
- Wandering Fumarole: creature lands are too versatile and discourage disciplined drafting
INSTANT
- Abnormal Endurance: too typical a card for black
- Aerial Predation: too narrow
- Alchemist's Gift: too weak
- Arbor Armament: too weak
- Autumn's Veil: too narrow
- Betrayal of Flesh: too weak
- Bladebrand: too typical a card for black
- Brainstorm: we’ve seen enough of this card already in other formats
- Cathartic Pyre: too much utility for an instant
- Comet Storm: one-sided board wipes need to be focused on creature type
- Consider: too typical a card for blue
- Crippling Chill: too typical a card for blue
- Crush: spot artifact removal is not to be part of Cumly Cube
- Dawn Charm: other cards in Cumly Cube fill this role better
- Dive Down: hexproof makes for less interesting games
- Divine Offering: spot artifact removal is not to be part of Cumly Cube
- Dragon's Fire: too typical a card for red
- Electrify: too typical a card for red
- Fell the Pheasant: too narrow
- Gainsay: too narrow
- Gut Shot: too weak
- Heroic Intervention: other cards in Cumly Cube fill this role better
- Hold the Line: too narrow
- Into the Core: spot artifact removal is not to be part of Cumly Cube
- Lash of Thorns: too weak
- Make Your Mark: too weak
- Opt: too typical a card for blue
- Overload: spot artifact removal is not to be part of Cumly Cube
- Pitfall Trap: too narrow
- Repulse: too typical a card for blue
- Scrap: spot artifact removal is not to be part of Cumly Cube
- Seedtime: too narrow
- Shatter: spot artifact removal is not to be part of Cumly Cube
- Smash: spot artifact removal is not to be part of Cumly Cube
- Smashing Success: spot artifact removal is not to be part of Cumly Cube
- Smite: too narrow
- Turn to Frog: turns a creature into a Frog, not a supported creature type
- Unsummon: other cards in Cumly Cube fill this role better
SORCERY
- Blasphemous Act: too typical a card for red
- Chart a Course: too much utility
- Cleansing Wildfire: too much utility
- Cultivate: too typical a card for green
- Disentomb: too typical a card for black
- From the Ashes: too narrow
- Funeral Rites: too much utility
- Gitaxian Probe: too typical a card for blue
- Necromantic Summons: too typical a card for black
- Nighthaze: other cards in Cumly Cube fill this role better
- Persist: too typical a card for black
- Pirate's Prize: too much utility
- Ponder: too much utility
- Reanimate: too typical a card for black
- Recover: other cards in Cumly Cube fill this role better
- Serum Visions: too typical a card for blue
- Spitting Earth: too typical a card for red
- Thoughtcast: too typical a card for blue
ADDED:
ARTIFACT
- Coat of Arms: encourages building around creature types
- Patchwork Banner: encourages building around creature types
CREATURE
- Arahbo, the First Fang: supports the Avatar and Cat creature types
- Avatar of the Resolute: supports the Avatar creature type
- Autonomous Assembler: supports the Assembly-worker creature type
- Bag End Porter: supports the Dwarf creature type
- Breya, Etherium Shaper: supports the Human and Thopter creature types
- Captain Storm, Cosmium Raider: supports the Human and Pirate creature types
- Captivating Unicorn: supports the Unicorn creature type and supports enchantment decks
- Centaur Battlemaster: supports the Centaur creature type and functions as a strong payoff for prowess decks
- Chronicler of Heroes: supports the Centaur creature type
- Conclave Cavalier: supports the Centaur and Elf creature types
- Conclave Mentor: supports the Centaur creature type
- Crosis, the Purger: supports the Dragon creature type
- Fear of Exposure: supports the Nightmare creature type and supports enchantment decks
- Ghostly Changeling: supports all creature synergy decks
- Gimli of the Glittering Caves: supports the Dwarf creature type
- Glissa Sunseeker: supports the Elf creature type
- Graveshifter: supports all creature synergy decks
- Gwenna, Eyes of Gaea: supports the Elf creature type
- Haunt of the Dead Marshes: supports the Elf and Nightmare creature types
- He Who Hungers: supports the Spirit creature type
- Heedless One: supports the Avatar and Elf creature types
- Jungle Creeper: supports the Elemental creature type
- Jungle Delver: supports the Merfolk creature type
- Kataki, War's Wage: supports the Spirit creature type and functions as artifact hate
- Keiga, the Tide Star: supports the Dragon and Spirit creature types
- Kiora's Follower: supports the Merfolk creature type
- Kumena, Tyrant of Orazca: supports the Merfolk creature type
- Lagonna-Band Trailblazer: supports the Centaur creature type
- Marwyn, the Nurturer: supports the Elf creature type
- Master Skald: supports the Dwarf creature type
- Mine Layer: supports the Dwarf creature type
- Neighborhood Guardian: supports the Unicorn creature type
- Promised Kannushi: supports the Human and Spirit creature types
- Realmwalker: supports all creature synergy decks
- Reveka, Wizard Savant: supports the Dwarf creature type
- Seraphic Steed: supports the Angel and Unicorn creature types
- Soul of Zendikar: supports the Avatar and Beast creature types
- Steadfast Unicorn: supports the Unicorn creature type
- Stingmoggie: supports the Elemental creature type and functions as artifact hate
- Sygg, River Cutthroat: supports the Merfolk creature type
- Vineshaper Mystic: supports the Merfolk creature type
- Wistful Selkie: supports the Merfolk creature type
- Yargle and Multani: supports the Elemental and Spirit creature types
- Zacama, Primal Calamity: supports the Dinosaur creature type
ENCHANTMENT
- Aura of Silence: functions as artifact and enchantment hate
- Aura Shards: functions as artifact and enchantment hate
- Blessed Sanctuary: supports the Unicorn creature type
- Corrosion: functions as artifact hate
- Embargo: interesting prison piece for stasis decks
- Font of Fortunes: card advantage at a fair price for Cumly Cube
- Gate to Phyrexia: functions as artifact hate and supports the niche but possible sacrifice deck
- Impending Disaster: a useful piece for aggressive decks or niche graveyard decks
- Shared Animosity: supports all creature synergy decks
LAND (types are grouped together in this list)
- Drowned Catacomb: completing the full set of check lands
- Glacial Fortress: completing the full set of check lands
- Hinterland Harbor: completing the full set of check lands
- Sulfur Falls: completing the full set of check lands
- Cascade Bluffs: completing the full set of filter lands
- Graven Cairns: completing the full set of filter lands
- Mystic Gate: completing the full set of filter lands
- Sunken Ruins: completing the full set of filter lands
- Wooded Bastion: completing the full set of filter lands
- Darkwater Catacombs: completing the full set of Odyssey filter lands
- Desolate Mire: completing the full set of Odyssey filter lands
- Ferrous Lake: completing the full set of Odyssey filter lands
- Fire-Lit Thicket: completing the full set of Odyssey filter lands
- Flooded Grove: completing the full set of Odyssey filter lands
- Overflowing Basin: completing the full set of Odyssey filter lands
- Skycloud Expanse: completing the full set of Odyssey filter lands
- Sunscorched Divide: completing the full set of Odyssey filter lands
- Viridescent Bog: completing the full set of Odyssey filter lands
INSTANT
- Accelerate: supports prowess decks
- And They Shall Know No Fear: supports all creature synergy decks
- Artifact Mutation: functions as artifact hate and supports the Saproling creature type
- Bandage: supports prowess decks and is also funny
- Brokers Charm: charms are an important part of Cumly Cube
- Charge Through: supports prowess decks
- Cremate: supports prowess decks
- Mirrodin Avenged: supports prowess decks
- Poison the Blade: supports prowess decks and offers deathtouch in green instead of its typical color, black
- Pressure Point: supportsli prowess decks and offers tapping in white instead of its typical color, blue
- Steady Progress: supports prowess decks as well as slower proliferate decks
- Sugar Rush: supports prowess decks and offers power boost in black instead of its typical color, red
- Treacherous Greed: supports the niche but possible sacrifice deck
- Turf Wound: a strange tempo card that fits the ethos of Cumly Cube
- Warriors' Lesson: supports prowess decks and might end up as green Ancestral Recall
SORCERY
- Altar of Bone: supports the niche but possible sacrifice deck
- Aphetto Dredging: supports all creature synergy decks
- Apocalypse: total game resets are an important part of Cumly Cube, because you end up playing more Cumly Cube!
- Ashen Powder: a more situational and odd piece for reanimator decks
- Blood for Bones: a more situational and odd piece for reanimator decks
- Breath of Life: offers reanimation in white instead of its typical color, black
- Broken Bond: functions as artifact and enchantment hate yet also ramps
- Channel the Suns: a strange yet useful mana-fixer. Out with fetch lands, in with sorcery WUBRG!
- Cloak of Feathers: supports prowess decks
- Crippling Fear: supports all creature synergy decks
- False Dawn: supports prowess decks and might offer mana-fixing in niche situations? Even if this card is pretty useless, it screams Cumly Cube
- Grim Tutor: tutoring is a small part of Cumly Cube but very important in the right decks
- Growth Spasm: offers ramp, mana-fixing, and supports the Eldrazi creature type
- Hymn of Rebirth: offers reanimation in green and white instead of its typical color, black
- Ice Storm: land destruction is a small part of Cumly Cube but a necessary balance, and not usually in green
- Jace's Triumph: there are Jace planeswalkers in Cumly Cube
- Mana Vapors: a strange tempo card that fits the ethos of Cumly Cube
- Many Partings: offers mana-fixing and food
- Migratory Route: offers mana-fixing and supports the Bird creature type
- Obzedat's Aid: offers reanimation in black and white
- Ordered Migration: supports the Bird creature type
- Raise the Palisade: supports all creature synergy decks
- Resourceful Return: a more situational and odd piece for black graveyard decks and artifact decks
- Ribbons of Night: offers direct damage in black instead of its typical color, red
- Rise of the Witch-king: a more situational and odd piece for reanimator decks
- Riveteers Confluence: similar to a charm
- Safewright Quest: offers slight mana-fixing in green and white
- Solve the Equation: tutoring is a small part of Cumly Cube but very important in the right decks
- Sweep the Skies: supports the Thopter creature type
- Temporal Machinations: supports artifact decks
- Unnatural Restoration: supports proliferate decks
- Urborg Repossession: a more situational and odd piece for black graveyard decks
DemonDragonJ on
Selesnya's Voice
1 year ago
I like this deck, very much, but I would choose Nature's Chant over Disenchant, since it is strictly better than its predecessor, and I also would recommend Archangel of Thune over Ageless Entity, unless having a single very powerful creature is more important than making all of your creatures more powerful.
I recommend Eternal Witness over Revive, unless you wish to keep the mana curve of your deck low, and Soul of Eternity is superior to Serra Avatar in the majority of situations.
Also, do you have a limited monetary budget for your lands? You have many lands that enter the battlefield tapped, so I would recommend that you replace them with lands such as Temple Garden or Wooded Bastion, and I also think that Saltcrusted Steppe is simply too slow, unless you have proliferation in your deck.
ThassaUpYo@ssa on
Kros
1 year ago
For your strategy, I'd focus on either infect or +1/+1 counters since the list seems to be a bit "busy" with too much going on. Once you choose which way you'd like to take the deck, we can further tweak - proliferation will still be central to your overall plan.
Here are some suggestions by color that you might want to consider adding to your mainboard:
:
Heroic Intervention, Nature's Lore, The Great Henge, Three Visits.
:
Akroma's Will, Flawless Manuever, Smothering Tithe, Teferi's Protection, Trouble in Pairs.
:
Cyclonic Rift, Fierce Guardianship, Mana Drain, Swan Song.
I think you can get away with swapping out removing some counter spells as it seems a bit overkill - Cancel, Dispel, Envelop, Negate, and Nullify could probably come out in favor of Fierce Guardianship, Mana Drain, and Swan Song (the others could just be cut).
For your land base, I'd work the following lands in to help with your color wheel:
Fetch Lands: Flooded Strand, Misty Rainforest, Windswept Heath
Filter Lands: Flooded Grove, Mystic Gate, Wooded Bastion
Pathways Lands: Barkchannel Pathway Flip, Branchloft Pathway Flip, Hengegate Pathway Flip
Shock Lands: Breeding Pool, Hallowed Fountain, Temple Garden
Tri-Cycle Land: Spara's Headquarters
True Duals: Savannah, Tropical Island, Tundra
For mana rocks, I prefer the talismans over the signets:
Talisman of Curiosity, Talisman of Progress, Talisman of Unity
I think your Kros, Defense Contractor list is in a good spot, it just needs to be a little more focused.
DemonDragonJ on Commander Masters Previews and Speculation
2 years ago
Rune-Scarred Demon and Sidisi, Undead Vizier are two more cards that I would like to see reprinted.
I predict that there shall be at least one cycle of dual lands in this set, but I am not certain which cycle I would like to see, since the shocklands (i.e., Godless Shrine, Hallowed Fountain, etc.), the filter lands (i.e., Wooded Bastion, Cascade Bluffs, etc.), and the check lands (i.e., Isolated Chapel, Glacial Fortress, etc.) have all been reprinted, recently, so I think that the dual lands from the third Innistrad block (i.e., Deathcap Glade, Deserted Beach, etc.) are ideal candidates for reprinting, to keep them available and affordable. I very much would like to see the cycles for Horizon Canopy, Nimbus Maze, and Cinder Glade finished, but Masters sets are entirely reprints, so the players shall need to wait for those cycles to be finished.
Last_Laugh, I, also, would like to see the allied-colored talismans reprinted, with new artwork and quotes from planeswalkers, to make them uniform with the enemy-colored talismans.
amarthaler on
EDH Arcades, the Strategist
2 years ago
Update!
Out: Glacial Fortress... Sunpetal Grove... Hinterland Harbor
In: Mystic Gate... Flooded Grove... Wooded Bastion
Not sure why it took me this long to smooth out the land base, but I replaced all the check lands with my favorite filter lands from Shadowmoor and Eventide.
lhetrick13 on
Beyond the Grave (Abzan)
3 years ago
squiGGhetti - Good stuff! Thanks for taking a look!
Hmmm...maybe I will drop the filter lands like Twilight Mire, Wooded Bastion, and Fetid Heath and double the shock lands I am currently running. I will say I have had games where I start with like 3 lands in my hand but they only can generate colorless mana which kills the hand. Adding the shock lands would give me more to fetch and still provides me the option to play fast or treat it as a tap land if speed is not of the essence. I am not sure on dropping it down to only 20 lands though, with an average CMC of 2.23, I want to hedge that bet. 21 lands is pretty optimal for starting with 2-3 lands in hand with good odds of drawing an additional land in the next three turns making it so the deck SHOULD be able to play anything by turn 4...should being the key word...
Two people now pushing for Unearth now huh? I do like the card as it provides a cheap return for a 3 CMC creature or provides you a draw if not needed but I am just not understanding why it seems like a good fit for this deck. Generally, I have a lot of ways to cheat or force Haakon, Stromgald Scourge to the field and at that point, as long as he is not exiled, I can continue to cast him or another as needed. Can you expand on why Unearth is a good fit?
You are not wrong that there are better removal spells out there than Nameless Inversion. I mean Dismember comes to mind for a similar card that is more effective and potentially less mana intensive to boot! However, what I LOVE about Nameless Inversion is its ability to be recast over and over. Bar Hexproof this can remove any creature from the board if I have the mana for it or I can remove multiple weaker creatures on the same turn. Trust me, if the game last more that 5-6 turns, Nameless Inversion will greatly outplay any other standard removal spell out there in this deck.
I do love Collected Company. I built my first tribal knight deck around it (For Honor and Glory!!!) and try to find a place for it where ever I can! I was running a full playset but dropped two copies to make room for Eldritch Evolution as I wanted to try that out to see how it faired. Now you have caused the dilemma of having to test drive Pyre of Heroes as well!
Agreed on Knight of Autumn. She is actually the only reason I created this Abzan version of the Haakon deck. The original was the Mardu version but I lover her versatility. Few things are more rewarding that watching my opponent cast a high CMC enchantment or artifact only to destroy it with Knight of Autumn!
On the debate of Pyre of Heroes vs Eldritch Evolution I think you may be right...I like the idea of being able to cast it T2 and use it on T3 with any creature I sacrifice being able to be resurrected whenever I desire. Definitely going to try it out over the next couple of weeks as it as merit. Not sure I would drop Aether Vial for it though, those free up my mana for dropping creatures and spells or just let me drop multiple creatures per turn if needed.
Two of the four honorary mentions you listed originally were in the deck. I dropped Knight of the Ebon Legion and Knight of the Reliquary as they just did not feel optimal in this deck. Murderous Rider is great but when he dies he gets shuffled into the library which is counter-productive for this deck but I do love that card. I have a similar relationship with Knights' Charge, love the card on principal but just seems so slow in practice. I do see your point though in terms of it having some merit in a aggro knight deck built around letting creatures die or be sacrificed...I will add that to the maybe list...liking it more as I think about the possibilities.
Sorry for the long comment but thanks for the feedback and suggestions! As I mentioned, good stuff!
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