Friday, August 20, 2010

US Nationals and the PMC - Part 1

Magic has been in Nationals season for quite awhile - this weekend is bringing us United States, Germany, and Great Britain's tournament of national champions.  Clearly, this means I get to participate.

While I won't be a competitor this year (or, any foreseeable year for that matter) I did have the immense honor of being invited to be part of the Event Coverage team, courtesy of Wizards.  Part of being on the coverage team is doing honest work -  of which the bulk of it is Friday through Sunday - but other parts are a little less structured.  While I'm looking forward to sharing more of the experiences in my soon-to-be-made Serious Fun article, the best part of the trip so far has been the opportunity to share my cube.

I'm a bit passionate about it and, if you're reading this, I hope you can see it.

Here are two changes I've made since the past post:

WHITE:
Out: Cloud Crusader
In: Shu Cavalry

BLACK:
Out: Twisted Abomination
In: Sinkhole

White got a clear upgrade while black... I'm not as sure about.  The big guy is annoying to fight against but (more on this in a second) punished bouncelands is something I'm interested in.

ARTIFACT:
Out: All 10 Signets

Green now is truly the ramp and color fixing pieces of the pie and based on the very sharp guys who drafted it (including a full 8-man with Zac Hill, Gregory Marques, Nate Price, Monty Ashley, Dave Guskin, and more) there wasn't a single complaint about signets missing.  Bouncelands were picked higher than before but came at the cost of a better on-color pick.  In the multiple rounds I played I didn't draft a single bounceland and didn't miss them in my two-color aggro decks.  However, the three, four, and five color control decks loved grabbing these up.

Control strategies are starting to emerge cleaner, with both U/X and U/x moving alongside the multicolor specials.  Things look good there so far.

The other big take away was that my cube feels very similar to a normal limited environment.  Except more, better  removal and even more, better critters to fight and kill with.  Smiles were all around.

Multicolor is still a bit fuzzy and ironing out what archetypes need which colors and why will help me as I look to trim the gold pot down slightly again.

Check out the latest list or chime in with a question: I'm all for sharing and exploring where next my cube can go.

Monday, July 12, 2010

The Final Countdown (to M11)

The changes have been made.  The spreadsheet is mostly updated. The time is now.

Magic 2011 is upon us, mostly.

It's not until this Friday when boosters packs, boxes, cases, and more of the fabulous new Core Set go on retail sale, but it was this past weekend when we all had the chance to dig in deep with the latest in engineer addiction from our friends at Wizards.  (Note: No actual addictive ink was used in the production of M11, at least to my knowledge.)

It also means it's time for Cube enthusiasts gather around the holy Spoiler list and see what's new.  It's a time of change and joy for the new, sorrow for  the leaving, and way too many superfluous set reviews to actually itemize into a list.

So here, without fanfare or fuss, are the final changes I made for my cube.  I'll post the updated link to my cube at the end of the stretch, and there will be only minimal explanation along the way: see my previous two posts for virtually all the details (and grammatical and spelling errors) you need.

ARTIFACTS
In:
Dross Golem, Oxidda Golem, Razor Golem, Spire Golem, Tangle Golem, Prophetic Prism, Adventuring Gear
Out:
Chromatic Sphere, Chromatic Star

I'm looking forward to seeing how these "fair" affinity dudes work out.  Adventuring Gear with bouncelands also seems good.

WHITE
In:
Assault Griffin, Cloud Crusader, Shade of Trokair, Veteran Swordsmith, Veteran Armorsmith, Kirtar's Desire, Shelter, False Defeat
Out:
Akrasan Squire, Master Decoy, Pegasus Charger, Soul Warden, Benalish Trapper, Noble Templar,  Dawn Charm, Wispmare

I thought I couldn't find a Shu Cavalry in time - instead it came with an order of foils.  Look for a mini-update sometime soon as I'd like to shoehorn it in soon.

BLUE
In:
Æther Adept, Augury Owl, Diminish, Scroll Thief, Infiltrator il-Kor, Sea Gate Oracle, Double Header, Windrider Eel, Choking Tethers, Train of Thought, Remove Soul
Out:
Fowl Play, Thought Courier, Welkin Tern, Echo Tracer, Vedalken Dismisser, Prodigal Sorcerer, Shoreline Ranger, Wu Elite Cavalry, False Demise, Mystic Restraints, Miscalculation

Miscalculation loses a lot of its punch late in the game, though it can be cycled away. Blue wants creature kill but gets creature counters. I'm only running two (with the dual options of either bringing Miscalculation back or adding in two more versions of Remove Soul - False Summoning and Preemptive Strike.

BLACK
In:
Liliana's Specter, Okiba-Gang Shinobi, Null Champion, Duress, Warren Pilferers, Jagwasp Swarm,
Out:
Ravenour Skirge, Skittering Skirge, Prickly Boggart, Heartstabber Mosquito, Razortooth Rats, Cuombaj Witches

Usman got his wish: the Witches came out.
 
RED
In:
Act of Treason, Chandra's Outrage, Manic Vandal, Reckless Charge, Hissing Iguanar
Out:
Prodigal Pyromancer, Empty the Warrens, Martyr of Ashes, Fissure, Mudbutton Torchrunner 

I have a little more room for changed in red as I still want to yank the Chartooth Cougar.  Mini-update is definitely going to come.

GREEN
In:
Cultivate, Garruk's Companion, Sylvan Ranger, Hungry Spriggan, Wild Dogs, Wildheart Invoker
Out:
Gemhide Sliver, Acridian, Silhana Ledgewalker, Fists of Iron, Giant Dustwasp, Ferocious Charge

I forgot about Acridian and that it had echo - though I could see a 2/4 for two being printed straight up.  I'm looking for an alternative to Wirewood Guardian but so far haven't been impressed.

MULTICOLOR
In:
Architects of Will, Mystical Teachings, Henchfiend of Ukor, Scuzzback Marauders, Cultbrand Cinder, Probe, Thrill of the Hunt, Shrieking Grotesque, Rendclaw Trow, Orim's Thunder, Temporal Spring, Jilt
Out:
Jhessian Zombies, Cavern Harpy, Gobhobbler Rats, Valley Rannet, Suicidal Charge, Vodalian Zombie, Valeron Outlander, Galina's Knight, Pale Recluse, Helm of the Ghastlord, Traitor's Roar, Runes of Deus 

Going to 9 allied and 5 enemy colored should help encourage splashes and four-color specials. And getting rid of more landcyclers was also good.

SUMMARY

There you have it!  Those are the changes I've made.  And, as always, feel free to share your thoughts or ideas. I consider a lot of things and new perspectives are the only way to ensure continuous improvements occur!

I'll be updating the spreadsheet and I finish filing the foils into the cube.  You can find the latest version here. 

Wednesday, July 7, 2010

Magic 2011 is Bat$#!% Insane(ly Awesome)

Magic 2011 has a little grouping of worldwide parties called Prerelease Events going on this Saturday. While my local TO asked me to gunsling a few weeks back she just recently found out that the man, myth, and legend Scott Larabee was also coming to join in the fun (check it here). As an avid fan of EDH I'm sure he'll bring some solid decks to rock out with. If you're near the greater Washington, D.C. metropolitan area I hope you can make it out for what's shaping up to be an epic day of Magic goodness!


Of course, I blog (or 'formally document my thoughts' as I like to put it) about my cube here. Last week I shared a whole series of potential changes outside of M11 considerations. This week I handle the greatest core set yet.

But first thing's first, I forgot to cover one proposed change last week:

MULTICOLOR:

SWAP:
-Jhessian Zombies, +Architects of Will
I originally had Architects in when I started my cube. Now it's clear that landcyclers aren't that hot but mild "griefing" effects are actually very good. Locking your opponent out of something relevant seems amazing - and something that will surprise a lot of players when it happens to them.

Now, I'll handle my Magic 2011 thoughts. Since it's not in the Gatherer yet please use both the Visual Spoiler as well as my crude, shortcut notes to understand what the cards I'm referring to do.

Example Note:
CARDNAME [MANA COST] {Abilities} POWER/TOUGHNESS

WHITE:
+Assault Griffin [3W] {Flying} 3/2
+Cloud Crusadter [2WW] {Flying, First Strike} 2/3
-Akrasan Squire
-Master Decoy
There are a few too many tappers and the Squire hasn't done much exciting. More fliers gives midrange and control decks difficult to answer creatures once they are in control of the game.

BLUE:
+Æther Adept [1UU] {ETB Unsummon} 2/2
+Augury Owl [1U] {Flying, ETB Scry 3} 1/1
+Diminish [U] {Instant, Target creature becomes 1/1 until EOT}
+Scroll Thief [2U] {When ~ deals combat damage to a player, draw 1} 1/3
-Fowl Play
-Thought Courier
-Merfolk Looter
-Echo Tracer
Fowl Play wants to be Diminish. I like the "loses all abilities" part but blue removal is at a premium. The looters never performed as well as hoped, but an extra, fixed Ophidian and some scry on flying legs looks very promising. Tracer is tricky but expensive. Adept gets the job done much more efficiently.

BLACK:
+Liliana's Specter [1BB] {Flying, ETB opponent discards 1} 2/1
-Dirge of Dread
Dirge has had it's time to shine: it hadn't yet. Specter hits the board with evasion and disruption.

RED:
+Act of Treason (it's a common in M11)
+Chandra's Outrage [2RR] {Instant, Deals 4 damage to target creature and 2 to it's controller}
+Manic Vandal [2R] {ETB Shatter} 2/2
-Prodigal Pyromancer
-Aftershock
-Keldon Vandals
Treason is amazing and will likely make the cut in place of Pyromancer. Manic Vandal is a nice tempo upgrade over the Keldon variety - echo really rubs red the wrong way. Outrage costs like Aftershock, kills creatures almost just as well, and tacks a little player burn onto it too.

GREEN:
+Cultivate (it's a function reprint of Kodama's Reach)
+Garruk's Companion [GG] {Trample} 3/2
+Hornet Sting [G] {Instant, 1 damage to target creature/player}
+Sylvan Ranger [1G] {ETB seach for a basic land into your hand} 1/1
-Edge of Autumn
-Wirewood Guardian
-Centaur Courser
-Land Aid '04
There's a lot of good stuff in M11 for green. Cultivate and Sylvan Ranger feel so much smoother than Edge of Autumn and Land Aid '04. I hate cutting any of the Un-set cards but here is makes sense. Wirewood Guardian is the landcycler hanger-on that makes more sense as a curve-bust 3/2 trample for just two. Hornet Sting is going to blow people out just as often as Brute Force does in red - no one will miss the plain Centaur Courser.

So there you have it: my M11 cube changes. Let me know what you think of the cumulative changes soon - I'll be desperately updating my cube for the Saturday showdown against the Magic world!

Wednesday, June 30, 2010

The Times They Are A-changin'

Let's start with two obvious requirements:

1) The most up-to-date list can be found here. Download it and check it out as that's the current line I'm operating against.

2) If you're looking for cube advice I'll let you in on a little not-quite-but-almost-a secret: @UsmantheRad is both awesome and an epic champ at cube analysis. I wish I had the same eyes he does because he sees things that should be plainly obvious to me, as well as makes very sharp suggestions for changes. I am consistently impressed by his talented knack at making my cube incrementally better.

With formalities out of the way, let's get into some of the suggestions that he's pointed out (my comments are in italics for clarity). I like most of these suggestions and, alongside a big Magic 2011 update, will probably follow through unless some counterpoints from readers like you convince me otherwise.

Artifacts:
-Chromatic Sphere, -Chromatic Star, -Moonglove Extract, +Dross Golem, +Oxidda Goleem, +Razor Golem, +Spire Golem, +Tangle Golem
The mana fixing is some of the weakest (aside from drawing a card) and the affinity for basic land critters can be very strong. I think there's something to this - and it certainly along the "more optimal" track of development.

+Darksteel Ingot (awesome manafixing)
+Prophetic Prism (quality manafixing and it cycles, which is pretty nice. Should be able to cast just about anything in the deck after playing it.)
+Opaline Bracers (doing it for 3 is really good, comparable to Vulshok Battlegear, and doing it for 4 is just insane and should just about be GG.)
+Adventuring Gear (cheap aggro support)
+Springleaf Drum (essentially turns a dude per turn into a mana bird)
His final set of recommendations carries the artifact total up to 35 even. I think less mana fixing is actually fine: I had taken out both Ingot and Drum in earlier iterations. The only one I like of the extra five he's suggesting is Prism, which makes a fine replacement to help cover for the missing Chromatics.

Multicolor:
Cuts:
-Galina's Knight
-Leonin Armorguard
-Helm of the Ghastlord
-Traitor's Roar
-Runes of the Deus
As much as I'm pushing multicolor, these are all negligible cards that will hardly be missed. Galina's Knight does bring relevant "Protection from Red" is perhaps the best of this lot, but shrinking 5 cards would be fine.

Swaps:
-Cavern Harpy, +Mystical Teachings
His point is thus: M10 clipped the Harpy's wings while Teachings is a tournament level engine. And, in hindsight, it's clear to me despite I'll miss bouncing Man-o'-War and Mulldrifter as often.

-Gobhobbler Rats, +Henchfiend of Ukor
Rats are okay beats and generally gets hellbent turned on by mid-to-late game, but Henchfiend makes a mighty fine mana sink with haste being icing on the cake. I like this potential change a lot.

-Valley Rannet, +Scuzzback Marauders
I've been looking for things to swap in for swapping out the not-quite-so-good landcyclers. Bringing in removal+trampling beatstick seems like a great idea.

-Riot Spikes, +Scar
While a permanent -1/-1 on a dude is okay, I actually like the flexible +2 power option. I have to think this over by considering if Spikes was actually Scar the next time I see it.

-Suicidal Charge, +Cultbrand Cinder
While Charge has generated a blow out or two it's actually only been useful that often over the year it's been in the cube. Cultbrand Cinder kills random Mire Boa and River Boa, something that at a baseline excites black and blue-red counterburn decks.

-Putrid Warrior, +Shrieking Grotesque
Warrior is just not as disruptive and scary as a 2/1 flying that makes opponent's discard. I had taken Grotesque out way back during an early revision but my principle at the time was to avoid discard. Today, discard based disruption is acceptably encouraged.

-Vodalian Zombie, +Probe
I've been hesitant to add Probe because it doesn't impact the board at the critical five-mana mark in terms of game development. Vodalian is pro-green which is, ironically, one of the most important protections in the cube. That said Probe is still probably the better card. Interesting...

-Valeron Outlander, +Thrill of the Hunt
If there is anything green-white needs more of it's neat spells. It's saturated with creatures and bringing in a nice tricky pump spells is something I will enjoy.

Expanding the Enemy Color Pairs
UR +Jilt
BG +Rendclaw Trow
RW +Orim's Thunder
UG +Temporal Spring
BW +Putrid Warrior
Aside from the apparent strangeness of Usman suggesting cutting Putrid Warrior above then adding him back in here, I really like all of these changes. Jilt is something Blue wants and feeds into counterburn strategies; Rendclaw Troll is a super-charged Gray Ogre (though he unbalances my hybrid v.s non-hyrbid count); Orim's Thunder benefits from more artifacts and feeds into Boros strategies; and Temporal Spring is just was a blue-green midrange deck wants.

White:
-Pegasus Charger, +Shade of Trokair
While he likes 2/1 flying dudes, a 1/2 pumping Shade makes for a fearsome addition to white decks. The argument is that pump is better than first strike. More thinking is required, but Shade would bring a new dimension to white.

-Griffin Sentinel, -Soul Warden, +Veteran Swordsmith, +Veteran Armorsmith
Beefing up white aggro seems fine when I'm losing minimally. I like this.

-AWOL, +Kirtar's Desire
I still like AWOL for more than just its silver border: exile is always better than killing. Kirtar's Desire appeals to my desire to bee white-blue strengthen as an archetype. Desire does it here without reducing my removal.

-Dawn Charm, +Shelter
While I like cards that are basically "Fog plus options" Shelter generally is a better effect that replaces itself. I've always liked Shelter and this is its chance to prove itself even more.

-Wispmare, +Shu Cavalry
A 2/2 unblockable for three when there already several enchantment destruction options with a minimal number of enchantments? Nice. Swap.

Blue:
-Welkin Tern, +Infiltrator Il-Kor
I get what he's saying. 2/1 flying awkward blocker seems not as good as 3/1 shadow. The fact is that I think there is room for both: I just need to find it.

-Prodigal Sorcerer, +Sea Gate Oracle
Swapping a marginal (i.e. the "fair" baseline) pinger out for some card selection on a blocker is definitely something blue wants. However the tempo loss of flipping a Fathom Seer early may make swapping that for the Oracle a better switch.

-Shoreline Ranger, +Double Header
Swapping out landcyclers is one part of my overall agenda. Finding fun Un-cards to get into the cube is another. This switch is EPIC.

-Wu Elite Cavalry, +Windrider Eel
A 2/3 unblockable is fine but a 4/4 flying on the offense seems better in some ways. Neither is out of Lightning Bolt range, but Windrider is more vulnerable to burn in general. A fair trade-off I think.

-False Demise, +Choking Tethers
Tethers is as close to a Sleep effect as I'll get at common, but I've seen the insurance policy of False Demise work in wonderful ways: slapping it on Cadaver Imp/Gravedigger/Mulldrifter/Æthersnipe/etc is just sick. I have to put more thought into this, but Tethers definitely belongs.

-Mystic Restraints, +Mysteries of the Deep or + Train of Thought
Restraints just got in so I'd like to pilot it a bit longer, but adding more card draw seems solid. I would suspect that Mysteries will always be cast as the opponent's EOT so Train provides a modest discount for the same effect. Train also dodges counter spells pretty well.

Black:
-Unearth, +Mindstab
He points out that "Discard 3." is often more backbreaking than grabbing one dude back. I'm not sold. With the increasing abundance of premium quality creatures at converted manna cost three and less (like Cadaver Imp and Qasali Pridemage there is a rare moment when Unearth isn't amazing, especially with the creature heavy focus. Four turns in a long time in Limited and I don't like this change.

-Cuombajj Witches, +Okiba-Gang Shinobi
He argues that Witches seems like the "weakest black card left" and that Gang is superb so it belongs in. I think he's half right: Gang needs in but I find the Witches serve at worst as an effective blocker and at best a better Fireslinger. I'm going to scout for swapping alternatives here.

-Prickly Boggart, +Null Champion
I haven't been that excited about lil' Prickly, and the Champion was one of the very few levelers that I like. I see no problems here.

-Rend Flesh, +Duress
While I wouldn't say that Rend Flesh is inefficient as it's one of the few universal removal spells out there (i.e. doesn't have the non-black clause), wedging Duress into the mix does seem good. Choices, choices.

-Razertooth Rats, +Warren Pilferer
Razortooth Rats are 2/1 fear with Dread Warlock is 2/2 stopped only by black creatures. The +1 toughness and increasing artifact creature count make me like keeping the Warlock over the Rats. And more Gravedigger effects are always nice.

Red:
-Dead//Gone, +Reckless Charge
I understand his point: Dead is weak removal and Gone just isn't cool enough, while Charge gets some face smashing done in a hurry. I'm not suggesting Charge doesn't belong, I'm just not convinced that Dead//Gone is that bad: Dead kills over half the creatures in my cube, and Gone handles virtually all of the remainder, even if it's only a turn. There is perhaps something else to swap.

-Ingot Chewer, +Keldon Berserker
Because there isn't an abundance of artifacts, he points to swapping in something more aggressive. I like Chewer but something that hits nicely as well would be nice. Something to consider.

-Prodigal Pyromancer, +Arcane Teachings
I get the pinger hate - I've taken many out and haven't missed them at all. Arcane teachings is definitely a step in the right direction (encouraging aggro) I just think I need more creatures rather than a fragile aura. This is certainly something I need to think more about.

-Mudbutton Torchrunner, +Hissing Iguanar
Iguanar will likely do as much direct damage as Torchrunner while also being a nice beatstick - all for the same cost. Nice.

Green:
-Fists of Ironwood, +Hungry Spriggan
I like Fists of Ironwood but it hasn't pulled it weight. Apparently, Hungry Spriggan is "pretty good" on the offense. Who knew? (Not me, apparently.)

-Giant Dustwasp, +Wild Dogs
Giant Dustwasp doesn't serve it's purpose when there are bigger, better critters to work with anyway. I've heard Wild Dogs thrown around quite a bit and it seems time to give them a test drive.

-Farseek, +Wall of Roots
I've been eying up taking Farseek out for something, and Wall of Roots is one viable option. Sylvan Ranger or Cultivate, recently spoiled in M11 are others.

-Ferocious Charge, +Wildheart Invoker
While there may be one too many pump effects, there is certainly a disproportionate number of green creatures. I like Wildheart though and Charge is the weakest pump effect.

The Mission:
I want me cube to be two things:
1) Super-charged limited with distinct, viable strategies across all colors.
2) Fun and interesting with just a taste of wacky, nostalgic goodness.

Please leave a comment here, or for me (@the_stybs) on Twitter, and tell me what YOU think. I'm all ears: trust me.

Saturday, May 22, 2010

The Big, Overdue Change


Thanks to @UsmanTheAwesome I've been able to make a very significant update to my cube.  Before I dig into that I wanted to share something I've been asked: "How do you keep your cube?"
As a firm believer in good sleeves, I use the one-two combination of KMC Perfect Fit into glossy black KMC Sleeves.  For lands I've switched to putting all of them into the deck box you get with the Deck Builder's Toolkit.  It works very well.  For storing the cube I use one of the promotional boxes you get a the large "regional" Prerelease events.  They have a curved vertical side that makes access very easy when packing the cube tight - something I recommend to keep pushing the air out from in between the Perfect Fit and regular sleeves.
Now that that is knocked out of the way, here is my complete cube update:

The PMC Cube Changes
(Includes ROE Update)

White:
Cut:
Soltari Foot Soldier - underperforming
Saltfield Recluse - underperforming
Safe Passage - expensive Fog; underperforming
Neck Snap  - four-mana removal
Divine Verdict - four-mana removal

Add:
Steppe Lynx – more aggressive
Benalish Cavalry – more aggressive; evasive
Knight of Sursi – more aggressive; evasive
Lone Missionary – support for control
Hyena Umbra – efficient, aggressive aura
Ication Javelineers – removal on-a-stick

Moved to White-Blue:
Momentary Blink – only W/u or U/w grab it anyway

Cut from White-Blue:
Sanctum Plowbeast – bad creature; too much landcycling

Blue:
Cut:
Æther Tradewinds – expensive, sometimes awkward bounce; not abusable
Thornwind Faeries – redundant, harder-to-cast pinger
Zuran Spellcaster – redundant pinger
Rootwater Hunter – redundant pinger
Arcane Denial – draws opponent into new threats too often
Gossamer Phantasm – not as effective as desired

Add:
Mana Leak – should have been in here to start
Ponder – should have been in here to start
Memory Lapse – nice tempo counter
Mystic Restraints – true blue removal
Deprive – two mana hard counter
Narcolepsy – true blue removal; very strong

Black:
Cut:
Death’s-head Buzzard – awkward to trigger when desired
Phyrexian Ghoul – M10 really did kill it
Vampire Aristocrat – M10 really did kill it
Absorb Vis – expensive effect; too much landcycling
Eyeblight’s Ending – upgraded to Vendetta
Ravenous Rats – upgraded to Hymn to Tourach

Add:
Death Denied – black control card advantage
Ravenous Skirge – agro evasion
Sign in Blood – pretty good I hear
Hymn to Tourach – should have been in here to start
Vendetta – good in ROE, awesome outside
Cadaver Imp – recursion; try it with Unearth

Red:
Cut:
Spikeshot Goblin – awkward redundant pinger
Rift Bolt – used as Flame Slash 90% of the time
Puncture Blast – upgraded to Staggershock

Add:
Plated Geopede – aggressive
Goblin Patrol – aggressive
Flame Slash – kills almost every creature in the cube
Staggershock – kills over half the creatures in the cube, twice

Moved to Red-Green:
Kird Ape – only red and green decks want him

Cut from Red-Green:
Streetbreaker Wurm – there are other fatties

Green:
Cut:
Patron on the Wild – bad Giant Growth on-a-stick
Sylvan Bounty – nice effect but weak landcycler
Gilt-Leaf Ambush – not quite good on average
Deadly Recluse – not aggressive enough

Add:
Gather Courage – free pump spell
Nesssian Courser – solid curve spot
Centaur Courser – solid curve spot
Kozilek’s Predator – ramp and dude
Next Invader – ramp and dude

Moved to Black-Green:
Elves of Deep Shadow – every GB deck worth their salt grabs this

Cut from Black-Green:
Golgari Rotwurrm – M10 curbed back power

Coolorless, Artifact, and Land:
Cut:
Shimmering Grotto – upgraded to Evolving Wilds

Add:
Ulamog’s Crusher – damn good fun (ramp/reanimation target)
Evolving Wilds – Terramorphic Expanse #2

You can download an update copy of my cube spreadsheet here: http://drop.io/thePMCcube

You can post your feedback in the comment below as well as tweet them to me @the_stybs.  I'm at GPDC all weekend so you'll have a chance to see this in action Sunday!  See you then!

Friday, March 5, 2010

The Long and Winding Canyon

It's been five months since I've posted here.  It's time to come back with a vengeance.

I have some ideas and coding issues to work out (formerly generous and new features like card roll-overs are now a necessity) but once completed you'll be in for a wild ride.


I do have item to share with you for now: a link to downloading my cube list proper.  Check it out here.

I hope you enjoy it during the wait!