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!

5 comments:

  1. I still haven't given much of a look to multicolor, but here's what I decided last night.

    Black:

    Definitely missing some of the really good spells, especially Sign in Blood, Hymn to Tourach and Death Denied.

    -Dread Warlock (meh body)
    -Child of Night (similarly so)
    -Pit Keeper (I think it's a brilliantly designed card, but the card itself is suboptimal in the early and late game.)
    -Death's Head Buzzard (Probably the best out of the 3, but it's kinda like Ryusei and Magma Phoenix in that its "wrath" effect is random and ultimately is in the control of the opponent.)
    -Razortooth Rats (Better than Warlock due to easier cost, but I'm still not the biggest fan. Stuff like Wei Strike Force has better evasion and there's even still Ravenous Skirge [3/1 attacking flier for 2B])
    -Phyrexian Ghoul (severely hurt by m10)
    -Unearth (seen this in my friend's common cube and I don't think it's ever been drafted.)
    -Absorb Vis (Weak manafixer and there are much better spells that you're not running.)

    +Duress
    +Hymn to Tourach
    +Sign in Blood
    +Death Denied
    +Crippling Fatigue (Bringing in some well-needed disruption and overall very strong spells, especially Death Denied.)
    +Nezumi Cutthroat
    +Skittering Horror
    +Augur of Skulls

    Also,
    -One of Rend Flesh/EyeBlight's Ending for +Okiba-Gang Shinobi. Getting the latter ninjitsued out is typically GG for the opponent, like being hit by a Silent Specter. No evasion, unfortunately.

    Green:

    -Fists of Ironwood (requires a creature for it, this could stay as it's effectively a Dragon Fodder/Raise the Alarm for green.)
    -Patron of the Wild (too expensive)
    -Gilt-Leaf Ambush (too expensive for a token generator, even if there's the potential for deathtouch)
    -Stampeding Rhino
    -Move Elves of Deep Shadow to GB
    -Deadly Recluse (worse Thornwield Archer)
    -Sylvan Bounty (green doesn't need this, it's much better at mana accel.)
    -Giant Growth

    +Wild Dogs
    +Pouncing Jaguar
    +Jungle Lion (much needed 1-drops for green)
    +Hungry Spriggan
    +Nessian Courser (awesome 3 drops)
    +Gather Courage (does pretty much what GG does, but can be used for free on the opponent's EOT/on defense.)

    Options to include for green:
    Havenwood Wurm, Wild Leotau, Utopia Sprawl, Siege Wurm, Search for Tomorrow, Vastwood Zendikon, Territorial Baloth, Durkwood Baloth.

    If I had to choose 1, I'd probably go for Siege Wurm but either option's good.

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  2. Red:

    -Defender of Chaos
    -Move Kird Ape to RG
    -Fissure (too expensive)
    -Spikeshot Goblin
    -Prodigal Pyromancer (not so much here as in blue, but way too many pingers)

    +Plated Geopede
    +Goblin Patrol
    +Reckless Charge
    +Goblin Bushwhacker (much needed red aggro boost, the top 3 are cards that are amazingly good.)
    +Falter

    Blue:
    -Thornwind Faeries (the 1/1 flying body is mostly irrelevant)
    -Rootwater Thief
    -Zuran Spellcaster
    -Prodigal Sorcerer (WAY too many pingers)
    -Aether Tradewinds (IMO Boomerang Effects @ 3, unless they do something like provide a body, draw a card or something like that, are too expensive.)
    -False Demise

    +Mana Leak
    +Ponder (both of these are ESSENTIAL)
    +Mystic Restraints (blue has few ways of locking creatures down and this is an instant, which is nice)
    +Ghost Ship
    +Flood
    +Infiltrator Il-Kor

    There are a bunch of other good blue cards that you're not running as well, like Repeal, Memory Lapse, Shaper Parasite, Illusionary Forces and Windrider Eel.

    White:

    -Saltfield Recluse
    -Pegasus Charger
    -Blinding Mage
    -Soul Warden
    -Safe Passage
    -Soltari Foot Soldier
    -Neck Snap
    -Divine Verdict
    -Wispmare
    -Move Blink to WU

    +Shade of Trokair
    +Knight of Sursi (good "1 drops" for curve purposes)
    +Benalish Cavalry
    +Steppe Lynx (ignore the fact that it doesn't have fetchlands because that doesn't really matter - it's a 2/3 attacker for W for much of the game.)
    +Coalition Body Guard (extremely annoying for removal.)
    +Righteous Charge
    +Icatian Javelineers
    +Cenn's Enlistment (good use for WW to give the deck reach after it reaches the top of its curve)
    +Ronom Unicorn (I like its cheaper body and the fact that you can wait to use it, as Wispmare can be non-synergistic w/cards like O-Ring, Fetters)
    +Burrenton Bombadier

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  3. Forgot a few other things, mainly from the Un-Sets:

    The Fallen Apart seems like it could be good for black. I'd probably have it swing in the red zone all the time and make it unable to block (lose 2 legs when it takes damage twice, and a then arms, but I honestly don't see that happening since it should either die in either combat/from a spell or kill an opponent.)

    The Paper/Rock/Scissors trio could be useful if you want to expand your artifact section.

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  4. Multi:

    (To cut Hybrids to 1)
    -Traitor's Roar
    -Curse of Chains (the former being a rather weak Falter variant. The latter being a weaker pacifism that can't disable a blocker FTW.)
    -Runes of the Deus
    -Shield of the Oversoul
    -Helm of the Ghastlord (not a huge fan of the auras, Shield is the only one I'd miss, honestly.)

    -Giantbaiting -> +Scuzzback Marauders (definitely a huge pain for decks to deal with, as most of the time it'll die from combat/removal.)
    -Sanctum Plowbeast -> +Hindering Light (Plowbeat is a relatively weak creature especially for its colors although its 6 toughness is relevant in this format.)
    -Leonin Armorguard -> +Steward of Valeron (a good 2/2 body that can potentially make mana if need be. Leonin in my experience has typically been a harder to cast Hill Giant with a small incentive.)
    -Gobhobbler Rats -> +Goblin Deathraiders (Stronger body and trample's relatively relevant)
    -Suicidal Charge -> Monstrous Carabid (iffy on this change, though Charge's way overcosted. Carabid's a decent body and, like Juggernaut, will take at least something down in this format.)
    -Vodalian Zombie -> +Agony Warp (removal and a potential 2 for 1!)
    -Carven Harpy -> +Architects of Will (Harpy seems too limited to really take advantage of)
    -Gorger Wurm -> +Kird Ape (from red)
    -Galina's Knight -> +Momentary Blink (from white)
    -Riot Spikes -> +either Scar or Cultbrand Cinder, depending on your B and R mana curves as Scuzzback is coming in also (for red.)

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  5. Other things to note:

    I'd have recommended Smash to Smithereens, but you're only running 26 artifacts (+5 borderposts.)

    Keldon Berserker is also a really good option for red, as is Gerrard's Irregulars.

    -Aven Riftwatcher -> +Veteran Swordsmith (even as just a 3/2 for 2W, it's quite solid. I'm not as huge on the WW 2/3, but that's an option as well.)

    ReplyDelete