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!

nice changes to the cube. Downloaded your cube and think its pretty solid. My friends and I are probably going to go ahead and throw it together. Will let you know how it plays out.
ReplyDeleteBeen meaning to make recommendations for a while. I can flesh the explanations if need be, I've just been meaning to do these for a while and unfortunately haven't had time to lately.
ReplyDelete-Chromatic Sphere, -Chromatic Star, -Moonglove Extract
+5 "affinity for land" golems.
All of them are very good creatures, I really like Spire and Tangle, personally.
Out of the available artifacts, Opaline Bracers and Darksteel Ingot are really good as well.
-Prickly Boggart, +Null Champion
1/1s for 1 had better do something really good to be worth running. Nearunblockability isn't good enough.
-Rend Flesh, +Duress
Rend Flesh is pretty inefficient removal, Duress has plenty of good targets - Rolling Thunder, Capsize and the like.
-Fists of Ironwood, +Hungry Spriggan
Fists is really meh, and can not only be disrupted but is a bad 2 drop since it's reliant on having a 1 drop out.
-Giant Dustwasp, +Wild Dogs
Inefficient flier in a color that's got solid beef, for one of the better 2/Xs for 1. If you fear that it'll switch sides, it hardly does and cycles in the late game.
-Farseek, +Wall of Roots
Upgrade in accel.
-Ferocious Charge, +Wildheart Invoker
Way too many pump effects, Invoker's a really good 4 drop. 4/3 for 4 is fine in green but an ability that ends games is really good too.
-Giant Growth, +Groundswell
-Prodigal Pyromancer, +Arcane Teachings
The good tims in cube are good because they're better than regular tims, which are suboptimal (stinger unearths, fireslinger's a mana cheaper, etc.) Teachings makes something stronger and acts as a tim if need be.
-Empty the Warrens, +Emrakul's Hatcher
Storm is way too inconsistent.
-Defender of Chaos, +Goblin Shortcutter
Solid aggro beater.
-Fissure, +Lightning Blast
Fissure's way too expensive and is inefficient, blast kills just about everything and can dome for 4. 4 is a "magic toughness" in commons cube and cards that break that help a lot.
-Prodigal Sorcerer, +Sea Gate Oracle
See above
-Shoreline Ranger, +Double Header
Bounces just about everything.
-Wu Elite Cavalry, +Windrider Eel
Unblockability with Elite Cavalry is nice, but Windrider essentially acts as a 4/4 flier, which is just about impossible to kill in combat.
-False Demise, +Choking Tethers
Just all-around suboptimal card gets cut for either a tempo boost or a Falter. Even if the Demise is an altered card, it's still a bad card that's altered.
-Mystic Restraints, +Mysteries of the Deep
Now that there's Narcolepsy, you can cut Mystic Restraints since Narco does most of the job for 1U. Mysteries of the Deep is just about a Concentrate which is really good in the format.
I'd try to get Train of Thought in here too.
Halimar Wavewatch should likely go in, it stops pretty much everything as an 0/6 and then dominates the board afterwards as a 6/6 (and if the opponent has islands, bonus!) Unfortunately, I can't figure out right now what to cut, but it should go in.
-Griffin Sentinel, +Veteran Swordsmith
Meh flier out for a solid beater that makes your soldiers (which there are a lot of in white) stronger.
-Skyhunter Prowler, +Dawnglare Invoker
Killable but still annoying. Can shut down decks.
-Soul Warden, +Veteran Armorsmith
2/3 for WW is solid enough, the ability to make soldiers harder to kill is nice too. Warden doesn't affect the board, unfortunately.
-AWOL, +Kirtar's Desire
Meh on this change, I didn't pay much attention to AWOL but it's an inefficient removal spell as essentially a 2W neck snap.
-Dawn Charm, +Shelter (or Cho-Manno's Blessing)
Both protect the creature, one does permanently and the other until EOT. I could see cutting Temple Acolyte so both can be used.
Multicolor:
ReplyDeleteI think just cutting 1 for each allied color combo should be good, there's a pretty big disparity between allied and enemy and cutting one of each allied should help that.
-Galina's Knight
-Leonin Armorguard
-Helm of the Ghastlord
-Traitor's Roar
-Runes of the Deus
Most of these are pretty inefficient, either as creatures, auras (generally inefficient) or Roar which is an overcosted falter effect.
-Carven Harpy, +Mystical Teachings
I assumed that Teachings was in here all along, but saw that it wasn't. Get it in ASAP. It's so good in the BU control decks and I've splashed it in other control decks with blue or black as main colors. Carven Harpy lost what playability it had when m10's rules came out.
-Gobhobbler Rats, +Henchfiend of Ukor
Meh creature replaced by a rather good aggro beater. Its echo isn't too bad to pay and it just keeps on attacking.
-Valley Rannet, +Scuzzback Marauders
RG has better creatures than what Rannet offers and provides fixing to a color combo that already has a ton of good fixing (mainly through green.) Marauders is a really annoying threat that, unless dealt with by white enchantment-based removal (Kirtar's Desire/Pacifism/O-Ring) it requires at least a 2-for-1 and a lot of trample damage.
-Jhessian Zombies, +Architects of Will
Similarly, Jhessian Zombies are just too expensive as black already has a bunch of 2/X evasive beaters for 3. You could cut Vodalian Zombie if you wish.
-Riot Spikes, +Scar
No +2 power boost on your own guy, but it pretty much maintains the same functionality and is at instant speed.
-Suicidal Charge, +Cultbrand Cinder
Similar to above, it provides pseudo-removal on a dude. Not quite a FTK, but in commons, few things are. Kills annoying Boas, which is nice.
-Putrid Warrior, +Shrieking Grotesque
Liliana's Specter's beta version, still awesome.
-Unearth, +Mindstab
ReplyDeleteDiscard 3 effects are pretty devastating and Mindstab gets the pressure on early.
-Dead/Gone, +Reckless Charge
I think that Dead/Gone can go because of the quality removal that there is now (with things like Flame Slash.) Reckless Charge is a very good card, not only being essentially a Lava Spike with flashback, but enabling your creatures to attack to get value ASAP. Pay 4, play Spur Grappler, Charge, 7 you? Ouch.
-Pegasus Charger, +Shade of Trokair
2/1 fliers are good (see Dawnglare) but I think that the ones like Dawnglare provide more than what first strike does. Shade's a really good card that should perform well in white decks, it's generally hard to stop.
-Cuombajj Witches, +Okiba-Gang Shinobi
Witches seems like the weakest black card left and Shinobi should be here. Witches also clashes with aggro archetypes. Shinobi's a really good 4 drop which if unopposed can just be sick, especially if it bounces something like an ETB creature.
-Welkin Tern, +Infiltrator Il-Kor
Hits harder, harder to block. The suspend on infiltrator is just so dumb.
-Ingot Chewer, +Keldon Berserker
I think that the artifact on a guy role is served well right now by Keldon Vandals, with artifact's count being relatively low, I think that this amount is good. Berserker generally hits as a 5/3 attacker (like Spur Grappler as a 4/2) which is hard to beat in commons.
-Razorfin Hunter, +Gelectrode
More expensive mana-wise, but worth its weight in gold. Blue-centered control decks get a ton of use out of Gelectrode by killing things en-masse: ping your nest invader, bolt your X/3, ping the invader again. Ping, landfall, mysteries, ping. Nuts.
White feels like it has a bit too many tappers (Drifter, Mage, Benalish Trapper, Master Decoy) right now, but see how it plays out.
And one more, since I forgot:
ReplyDelete-Wispmare, +Shu Elite Cavalry
You already have Kor Sancifiers, Ronom Unicorn and Kami of Ancient Law, so I don't think that Wispmare is necessary, especially since the latter 3 essentially let you choose if you want to kill an enchantment (useful because of white's myriad of enchantment-based removal.) As far as Shu Elite Cavalry, it's a 2/2 unblockable, which is always good.
Regarding artifacts:
ReplyDeleteLet's say that the 2 chromatics and the Moonglove go. I think if that happens, in addition to the 5 "affinity for land" golems coming in, so should these:
+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)
This will make artifacts an even 35.
Others that I forgot:
ReplyDelete-Vodalian Zombie, +Probe
Probe is such a beating of a spell, I've never played it without kicker but it's really good, giving you card quality while making your opponent lose cards.
-Kathari Bomber, +Strangling Soot
Bomber seems rather inefficient as it loses evasion by becoming 2 goblins, though I think its main benefit may be from its unearth. It still just seems way too expensive. Soot should be able to kill just about any creature on primary casting and unearthing it is just gravy. I could see cutting the outlander, but I think Bomber's more inefficient.
-Valeron Outlander, +Thrill of the Hunt
Thrill of the Hunt is probably one of the more annoying pump spells, because the first cast will probably either turn a creature trade/burn spell into your guy surviving, but Thrill essentially makes it so that it happens again.
-Mudbutton Torchrunner, +Hissing Iguanar
Torchrunner is essentially a bolt on a 1/1, but the problem is that your opponent is in control of it, making it usually slower than Rift Bolt. A 3/1 for 3 is decent stat-wise but the ability's quite nice, making it so that trades become shocks to the opponent. Also really good with/against mass removal. I actually ran Iguanar in my cube for some time and it had good experience there.
Warren Pilferers probably should be in here, I'm thinking Dread Warlock as Razortooth Rats and Wei Strike Force do the same job but with an easier-to-cast cost. The goblin ability's gravy but hardly will happen, a 5 mana 3/3 Gravedigger's solid.
Snake Umbra may be worth a shot as well but I can't think of anything to replace it with.
I also think there may be room for 1 more of each enemy color.
UR - Jilt/Steamcore Wierd/Ogre Savant
BG - Rendclaw Trow, Elves of Deep Shadow (I think you said you put it in BG, but not sure if you did or not.)
RW - Orim's Thunder
UG - Temporal Spring
BW - Putrid Warrior