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2 weeks ago
Introducing Cumly Cube 1.1! 6 months ago, Cumly Cube was launched to resounding approval. However, in response to feedback from fans, several cards in the pool were deemed unplayable, uninteresting, or overpowered. For Cumly Cube's six month anniversary, I have chosen to update the card pool. Here are the changes, provided with brief justifications:
- Abomination: too weak in power level
- Anger of the Gods: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
- Birthing Pod: synergizes poorly with the rest of the card pool
- Black Dragon: too weak in power level
- Black Lotus: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Bloodcurdling Scream: too weak in power level
- Cavalier of Night: too on-theme for a black card
- Cinderclasm: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
- Dack Fayden: too powerful
- District Guide: synergizes poorly with the rest of the card pool
- Dockside Extortionist: too strong in multiplayer games considering the dominance of the "treasure matters" archetype in this card pool
- Dread Reaper: too weak in power level
- Edric, Spymaster of Trest: too powerful
- Eviscerator: too weak in power level
- Grim Strider: too weak in power level
- Hypnox: too weak in power level
- Jungle Creeper: too weak in power level
- Mind Bomb: too weak in power level
- Mox Emerald: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Jet: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Pearl: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Ruby: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Sapphire: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Nicol Bolas, the Deceiver: too weak in power level
- Nix: too weak in power level
- Obelisk of Alara: too weak in power level
- Patagia Golem: too weak in power level
- Phantasmagorian: too weak in power level
- Prismite: too weak in power level
- Rootcoil Creeper: synergizes poorly with the rest of the card pool
- Shattering Blow: too strong of an answer to the artifact archetype
- Shatterskull Smashing Flip: MDFCs are interesting cards, but it does not make sense to have only one in the card pool
- Smelt: too strong of an answer to the artifact archetype
- Smog Elemental: too weak in power level
- Spirit of the Night: too weak in power level
- Storm Spirit: too weak in power level
- Tibalt's Trickery: introduces too much variance for an enjoyable experience
- Unholy Strength: too weak in power level
- Vampiric Link: too on-theme for a black card
- Wooded Bastion: this was included on error instead of its Golgari counterpart
- Alpha Authority: an interesting enchantment that should help protect large creatures
- Archfiend of Spite: a strong value play or reanimation target for black, which was deemed the lowest in power level upon initial testing
- Blade Splicer: works well with the artifact and golem archetypes, plus is a human for tribal matters cards
- Chillbringer: works well with the blue aggro archetype, plus is an elemental for tribal matters cards
- Comet Storm: an interesting damage spell that will be replacing more typical red board wipes
- Crippling Chill: works well with the disruptive blue plan
- Darksteel Forge: a strong payoff for the artifact archetype
- Diabolic Tutor: a solid addition to black
- Distant Melody: a strong value play for tribal decks
- Door of Destinies: another tribal matters card
- Dread Presence: a solid addition to black
- Flashfreeze: a conditional counter spell
- Funeral Rites: a solid addition to black
- Golem Foundry: works well with the artifact and golem archetypes
- Gyruda, Doom of Depths: companions are now part of the card pool! This one fits well with the reanimation archetype
- Icehide Golem: works well with the artifact and golem archetypes
- Illuminated Folio: an artifact draw engine, common in this card pool
- In Bolas's Clutches: a strong and fun card
- Infernal Contract: a solid addition to black
- Jegantha, the Wellspring: this companion is an elemental for tribal matters cards
- Keruga, the Macrosage: this companion is an incentive to play with some of the clunkier but more fun cards in the cube
- Kokusho, the Evening Star: a solid addition to black and a dragon for tribal matters cards
- Lifecrafter's Bestiary: a strong draw engine for green creature decks, an archetype not well supported in this card pool
- Loyal Retainers: works well with the reanimate archetype, plus is a human for tribal matters cards
- Mindleech Mass: a strong reanimation target and payoff for black decks, plus is a horror for tribal matters cards
- Moldervine Reclamation: a strong draw engine and another enabler for lifegain decks
- Monastery Mentor: a strong payoff for prowess decks, an archetype not well supported in this card pool
- Morophon, the Boundless: another tribal matters card
- Nicol Bolas, God-Pharaoh: a strong card used to bolster Grixis in the card pool
- Pact of the Serpent: a strong value play for tribal decks
- Retrofitter Foundry: works well with the artifact archetype
- Skeletal Wurm: a strong reanimation target and payoff for black decks
- Sludge Monster: a good creature that works very well with Toxrill, the Corrosive, plus is a horror for tribal matters cards
- Sorin's Vengeance: a payoff for black that may add diversity to deck archtypes
- Soul Foundry: yet another artifact engine that is a major part of this card pool
- Storm the Vault Flip: this card was meant to be included in the pool originally for the "treasure matters archetype"
- Teferi, Timebender: another Teferi planeswalker, included mainly to justify the continued inclusion of Teferi's Sentinel
- Time Elemental: a soft lock with Stasis and also a good interactive card for blue decks
- Torgaar, Famine Incarnate: a strong reanimation target and payoff for black decks
- Twilight Mire: this card was meant to be included in the pool originally and is good fixing for Golgari, a color combination encouraged in this pool
- Worldfire: a very wacky card that is the epitome of Cumly Cube
5 months ago
Came across Agadeem's Awakening Flip which would almost work as a clunky recursion combo assembler if flooded, so I definitely think that is worth considering. Field of Ruin like I mentioned earlier, is solid land hate that replaces itself with a colored manasource. Kazandu Mammoth Flip / Blackbloom Rogue Flip / Tangled Florahedron Flip would be a 'land' that could be found with Collected Company, just be careful of how many tapped lands are included if you decide to include any of those.
Mistveil Plains could help with the mill matchup, and it works to give you a Chord of Calling target if needed, plus it is findable with fetches. Oran-Rief, the Vastwood lets you get a lot out of Kitchen Finks, so it may be worth an inclusion. It would also help if you transition to an aggro strategy during the match.
I've personally always liked Reflecting Pool as a singleton psuedo-mana fixer and one or two of the filter lands (Wooded Bastion / Fetid Heath / Twilight Mire) in 3+ colored decks to alleviate the burden of all the life loss cards (shocks + fetches).
Castle Garenbrig would work as some slow ramp, probably not worth it, but figured I would mention it. Turntimber Grove / Llanowar Reborn would help to get more out of Devoted Druid and the like, although it probably isn't worth coming in tapped (the Grove would sort of be a combat trick when found with Elvish Reclaimer as well). Turntimber Symbiosis Flip / Emeria's Call Flip would be some other clunky options, that I just don't think are worth it.
5 months ago
Shoot, I just noticed that I forgot Pathways. Honestly once you get below Shocks it is mostly down to personal preference as to the exact order of land cycles. I know that many people wouldn't put filters as high as I have them, but I am greedy with mana pip density and the possibility of a turn 2 Necropotence off of Forest, Birds of Paradise, Twilight Mire makes my little combo player heart all a flutter.
9 months ago
9 months ago
Hey, one drop green mana Elves are really good, a big reason to play Elves. They aren't just ramp with Lathril they're also fuel for her activated ability when you don't need them for ramp and lets you get more Elves onto the battlefield quicker.
- Elves of Deep Shadow: can tap for black mana which is helpful with a lot of Forests.
- Fyndhorn Elves
- Elvish Mystic
- Llanowar Elves
- Arbor Elf: combos with Elvish Guidance when it's enchanted to a Forest.
- Birchlore Rangers: lets you tap Elf tokens the turn they're created to make mana, even black mana.
Staff of Domination does everything as a mana sink for Elves and can be an enabler for Lathril to be a win condition. With Staff you first make infinite green mana by tapping and untapping one of Archdruid, Marwyn(with 5 or more power), Priest of Titania, Circle or Wirewood Channeler. When you have infinite green mana then Staff is the mana sink to draw and cast enough Elves to control 10 or more. When you have 10 or more Elves then Staff can be the mana sink to repeatedly untap Lathril and each one the 10 Elves as the win condition.
Quest for Renewal is another enabler for Lathril and 10 Elves to be win condition. When Quest has four counters which is not difficult especially with more mana Elves, you can untap all creatures you control during each opponents turn. With Lathril each opponent loses 10 life on each player's turn, resulting in all opponents losing 40 life in one cycle of all player's turns if you have three opponents.
Chord of Calling is a helpful instant creature tutor since can tap Elves to help to pay for it's convoke, with enough Elves it's a free spell to cast and it puts the creature you search for onto the battlefield. It has nice interaction with Elf tokens since can tap them to convoke the turn they're created. With Chord get Ezuri or Miara, Thorn of the Glade in response to removal, get Archdruid so you can tap him on your turn, get Magistrate so you can tap her on your next turn, get Varragoth so you can attack with him on your next turn, etc.
Patriarch's Bidding is among the most powerful tribal spells for quick recovery. For five mana it reanimates all Elves in your graveyard. Play a Regrowth just to have another potential Chord or Bidding or recur any other card.
An area to consider improving to help with competitiveness is the manabase by upgrading to Golgari dual lands that ETB untapped.
- Undergrowth Stadium --> Foul Orchard
- Llanowar Wastes --> Golgari Guildgate
- Overgrown Tomb --> Jungle Hollow
- Unclaimed Territory --> Darkmoss Bridge
- Twilight Mire --> Cabal Stronghold
- Woodland Cemetery --> Skemfar Elderhall
Cabal Stronghold only works with basic Swamps and there's only 9 here which is not enough to really get much if any ramp making it consistently only a colorless source of mana.
Some cards to consider cutting: Blightbeetle, Mana Bloom, Terramorph, Serpent's Soul-Jar, Return Upon the Tide, Masked Admirers, Wild Pair, Golgari Guildmage, Korozda Guildmage, Rhys the Exiled, Blanchwood Armor, Dowsing Dagger Flip, Harvest Season
If Blightbeetle is tech in your playgroup than nice, but if it's not then it looks out of place. Most if not all mana ramp sources can come from actual Elves instead of other sources like Mana Bloom or land ramp like Terramorph. I would even play one drop mana Elf or Farhaven Elf over Cultivate or Harvest Season.
Serpent's Soul-Jar is not a good card, exiling an Elf when it dies is not a may you have to do it and hoping to be able to cast many Elves later, one at a time with Jar is not going to consistently happen. Instead most if not all your exiled Elves will be stuck in exile for the rest of the game because Jar will be destroyed or removed another way.
Good luck with your deck.
1 year ago
Bubbling Muck is from the Urza's Saga expansion and therefore not Modern Legal. I don't feel like Cruel Reality is that great here because of the high mana value. Twilight Mire is not a good choice, because in order to get the you have to pay , or in this case 1 black, or 1 swamp. You can also get the same thing with swamp, swamp. When you say you have the good majority - does that include the 4 Phyrexian Obliterator ? Which ones don't you have?
Here's a good card you may want to include: Gray Merchant of Asphodel (also called Gary). In this deck, I think it would be good. In your meta, I wonder about Archetype of Finality , although the high CMC makes it questionable. A friend was talking about this deck, and was wondering if Revenge of Ravens might be something you were interested in? Or maybe Stab Wound to make a creature less powerful and cause a constant drain?
1 year ago
libraryjoy, I have a good majority of these cards. Thank god. But what did you mean when you mentioned the Urza's saga?
I agree with taking out the green mana, but do you think I should keep Twilight Mire because of the two swamps it can create? I've been looking for 2 or 3 mana cost creatures that go with Swarmyard, but I feel like there aren't many that can go with it. Instead of Torment of Scarabs, I was actually thinking of Cruel Reality .
Also, I definitely need help with figuring out mana :/
1 year ago
Hey, well done with your casual version of Lathril.
Consider one drop mana Elves especially Elves of Deep Shadow ? Shadow can make black mana to cast Lathril. These Elves give a big advantage for the tribe with ramp and when they aren't being used for ramp use them to get counters faster on Quest, with Lathril's tap ability or just have more Elves for Priest/Archduid, etc.
Llanowar Wastes , Unclaimed Territory , Necroblossom Snarl , Temple of Malady , Tainted Wood are some budget land upgrades. These could replace Swamps, Shimmerdrift Vale , Jungle Hollow and The World Tree . Undergrowth Stadium , Overgrown Tomb , Twilight Mire , Gilt-Leaf Palace , Woodland Cemetery and Wirewood Lodge are some expensive price land upgrades.
Good luck with your deck.