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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 |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Thoughtcast
Sorcery
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
Draw two cards.
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
NV_1980 on
The Feywild Hunt
6 months ago
I'd probably cut Thoughtcast for Crucible of Fire. The deck's draw potential is already very high and Cast isn't that great from the mid-game onwards, when it will be vastly outperformed by most other draw-resources in here anyways.
shock7123 on
Artifact Aggro on a $50 Budget
9 months ago
Out of curiosity, when you say hyper budget, how budget are we talking? Is there a monetary limit you're trying to stay under?
For starters, your mana ramp and card draw is incredibly limited. Especially for an aggro strategy, running out of cards in hand and mana to use is especially detrimental. You have some card selection with Akal Pakal, First Among Equals, but that can be a slow process when you're not flashing out artifacts on each turn. Some cards I might recommend:
Thought Monitor and Thoughtcast - cheat these out with affinity for easy one-time value. Prices are around $0.50 and $1.00, respectively.
Mask of Memory - equip onto a flyer or other evasive creature for consistent looting. ~$0.31
Hedron Archive
- 6 mana over a couple of turns to be able to draw 2 isn't bad. ~$0.12
Aether Syphon - If you have the extra mana to pay into this, 2 mana to draw an extra card per turn is decent. ~$0.08
Transplant Theorist - loot whenever you play an artifact, plus get the ability to tuck cards back into your library to theoretically be able to replay later. ~$0.06
Coveted Jewel - 6 mana draw 3, then add 3 mana back. If you get attacked and don't have the ability to block one, sure, that opponent gets control of the jewel. However, it tends to start a minigame where people will just attack the Coveted Jewel's controller rather than you. ~$0.18
kamarupa on
Squirrels, Squirrels, Squirrels! (Squirrel Prison)
10 months ago
Fun stuff! I have some thoughts. I hope you find something useful, but no worries if you don't!
White is really where it's at with enchantments and the graveyard, namely Hall of Heliod's Generosity. I'd imagine if that were the only thing you needed white mana for, you could probably pretty often get by with a Birds of Paradise and maybe something like a Fertile Ground or Prismatic Omen. However, there are some other nice white spells that might prove just as helpful to you - Sacred Ground and Terra Eternal.
I don't play competitive MTG, but it's my understanding that in fast formats like Modern, you don't really need or even want repeatable/permanent solutions to threats your opponents might have. What we want are fast, efficient, and broadly applicable answers that buy us just enough time to gain enough advantage to win. So my advice - and do take this as a humble suggestion and not any sort criticism - is to forget the artifact defenses (and enchantments I mention above) and focus on having the mana available to cast your counterspells and/or add some low MV protection spells like Tamiyo's Safekeeping or Heroic Intervention and also a Fog/Holy Day or two.
I'd also say that while Drift of Phantasms is decent, I've come to prefer card advantage over tutors. It always seems like it too much to spend 3MV on a cantrip tutor that also reveals your threat. If you wait until you have enough mana to tutor a card, cast it, and have the mana to protect it for two turns, you're already looking at something like T10 without a synergized ramp in place. And that's probably just too slow for [competitive] modern. So, personally, and again, I'm not interested in competitive play, so feel free to ignore me, but I prefer spells like Harmonize for the card advantage and broader range of impact in getting me what I need, even if it is more of a gamble than a tutor. If you keep the artifact defense, you might consider Thoughtcast.
As much as I like what you're trying to do, I'd want an extra land or two, even with the Birds of Paradise. As little as I like it, I've come to believe 22+ lands is usually worth it, especially in a deck that's counting on casting multiple 3MV spells for their win-con.
I like a lot of things about Verdant Command, but I haven't found it useful enough in my little playgroup to warrant a full set in a mainboard.
My final piece of advice is to use the 'Copy Deck' feature here to make forks of this to try out things I suggested (and other ideas you might have). I find it so useful to have multiple builds of the same deck to playtest and compare what's really helping, what isn't, what's fun, what's slow, etc.
capwner on
Molten Opals
11 months ago
I did a bit of mulligan testing between 64 and 61 card versions of this deck. I found the 64 card version with 4 Ghost Quarter / 4 Mishra's Bauble / 4 Thoughtcast performs slightly more consistently in terms of the likelihood of getting a functional opening hand. The results from 100 simulated game 1 openers show this:
64 card: Keep 7 x78 / Keep 6 x15 / Keep 5 x6 / Keep <5 x1
61 card: Keep 7 x69 / Keep 6 x27 / Keep 5 x4 / Keep <5 x0
This is a subtle difference but it suggests the increased number of GQ and Mishra's helps to smooth out manafixing issues in opening hands. My subjective assessment was also that the 64 card version had higher quality openers on the whole. For this reason I have updated the list to reflect this change, and I also added a 1-of Urza, Lord High Artificer
because he seems cool.
capwner on
Molten Opals
11 months ago
Hello Xica! I very much appreciate you taking the time to look at the deck and leave your thoughts. Let me see if I can address some of your points and explain why I made the choices I did.
-
Field of Ruin and Demolition Field I agree with you these are great denial cards that can fit in many decks, and are especially good when you can combine with Leonin Arbiter and additional cleansing effects like White Orchid Phantom or Geomancer's Gambit. This is generally how I've seen LD built in modern the past couple years and, frankly, I've found this build to underperform. There are a couple reasons that Fields do not fit in this shell, the main one is they are slow colorfixing (2 cost) vs. Ghost Quarter which, combined with any darksteel land, provides immediate colorfixing. This is really important for the deck as a big part of our plan is sticking the turn 2 tempo play of Boom or Cleansing Wildfire (on myself). Opening Darksteel Citadel + Demo Field is just not what we want to see. These are also SOFT land destruction which use up an entire turn of play in the early game, and don't even tempo the opponent. That plus a tight manabase with limited slots for basics is why I don't run these.
-
Experimental Synthesizer This is a solid engine card and you often see it paired with Gleeful Demolition and similar effects. I've built with this card and Ichor Wellspring in previous versions of the deck. The main reason I avoid these here is simple, Thoughtcast is better card advantage and I don't need artifact fodder because the darksteel lands reliably turn on Gleeful already. The fact that you can only play the exiled card on the current turn when we run so many high-cost bombs we may need ALL of our mana to cast, is sub-optimal.
-
Rise and Shine Alright, so I never said I didn't like this card. I've actually been really close to trying to fit it in here, as a 1-of probably. I just think Kappa Cannoneer is better in the slot. As a 2 mana play, it doesn't fit well in my curve where I want to cast boom on turn 2, drop an opal, then do mycospawn/charmaw/saga turns 3-4-5. The reason this deck works is because it chains that early tempo into this creature-based hard land destruction or saga beatdown almost immediately, keeping the opponent on the back foot for the entire game. 4/4 indest body for 2 is very good, but it just doesn't work with my gameplan as well as the other cards I have chosen because it has no tempo value. Our first priority is to disable the opponent, after which we have much more time to worry about the beatdown plan.
I hope that gives you bit better understanding of the deck! Like I said in the description, I've spent quite a bit of time and effort to develop this and I'm pretty confident I'm running about the best cards I can. Mostly I just want to try and fit a 4th Ghost Quarter, Mishra's Bauble, or Thoughtcast, if I were to change anything at this point. I think I'm probably doing something right here because my testing record is currently an absolutely insane 33 match wins to 8 losses.
Thanks again for your feedback, I'd be happy to check out your list and share my thoughts a bit later when I have some more time!
wallisface on Should I Put Additional Artifact …
1 year ago
As an example, this list costs well-under half of the money of your current list, but will significantly outperform it by prettymuch every metric:
- 4x Ornithopter
- 3x Signal Pest
- 3x Vault Skirge
- 4x Frogmite
- 4x Sojourner's Companion
- 2x Myr Enforcer
- 4x Thought Monitor
- 4x Welding Jar
- 4x Sol Ring
- 4x Springleaf Drum
- 4x Cranial Plating
- 4x Thoughtcast
- 4x Seat of the Synod
- 4x Darksteel Citadel
- 8x Island
jethstriker on Should I Put Additional Artifact …
1 year ago
I agree, get rid of the tapped lands. I also recommend playing Thoughtcast in this deck. With the amount of artifacts you have, you can almost always reliably cast it for one mana.
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