Magic 2010 Cube Update
By Evan on Oct 10, 2009 in Cube Updates, Site Updates, Video
Hello everybody, it’s that time again…with Zendikar released into the wild, it’s time to add Magic 2010 cards to the Cube as well as shake up the colors in the direction I feel they should go.
Remember, the cube is your chance (and mine) to be developer and designer, so feel free to add or remove any card you like. The customization is part of the fun! That said, I wanted to accomplish a few goals with this update:
- Less Cards. Specifically, Hybrid Cards. This entire section has been eliminated. This leaves us with 28 fewer cards than my previous update (for a total of 527 from 555).
- More Support For Mono Color Decks. This includes giving black Sinkhole and green Acidic Slime. These cards allow those colors to deal with permanents (such as Maze of Ith or enchantments) when they had no way to previously stop those cards and/or it was very difficult to do so.
- Pay Attention To Cube Consensus. This means looking at other cubes in the cubedrafting.com forums, other cube forums around the net, and scouring magiccards.info in search of great cards to bring awesome limited experiences to players of my cube.
Wanna see what changed? Let’s go!
White
Drops
Archon of Justice
Feudkillers’ Verdict
Kataki, War’s Wage
Knight-Captain of Eos
Prison Term
Adds
Baneslayer Angel
Captain of the Watch
Elite Vanguard
Honor of the Pure
Parallax Wave
So what changed? Well, a few things. First, Baneslayer Angel is absolutely ridiculous, way, WAY over the curve for a Magic card, and is obviously a huge beast that will determine many a cube game in the future. That said, as many warned me, Kataki, War’s Wage wasn’t all it was cracked up to be. I replaced it with the White Weenie all-star Elite Vanguard (ie Savannah Lions 2.0).
Feudkiller’s Verdict was always a ‘neat’ spell for me, but rarely did what I wanted it to: Save me from certain death. Sure I got a 5/5, and gained some life, but that 5/5 had no ability to block evasive creatures, and normally just stalled the game for another turn or two when the aggro player would kill the token and me soon afterwards.
Knight-Captain of Eos was cute and ‘foggy’ and all, but Captain of the Watch is a terrific topdeck, works well with the newly-added Elite Vanguard and Martial Coup, and should be a welcome turn 6 follow-up to Cloudgoat Ranger.
Prison Term was removed because I felt I had perhaps one-too-many Arrest effects in the cube, and instead put in the cube-consensus card of Parallax Wave. This card is ridiculous and should be a welcome entry for control players (and even Aggro players in the mirror!). Archon of Justice was just not exciting, at least not when you stack Baneslayer Angel against it, and Honor of the Pure pushes White Weenie right where I want it: As a viable, draftable archetype.
Blue
Drops
Ponder
Dissipate
Honden of Seeing Winds
Psionic Blast
Adds
Djinn of Wishes
Exclude
Future Sight
Time Warp
So this go-round I chucked the cute-but-not-really-worth-it-without Honden of Cleansing Fire Honden of Seeing Winds. Just not good enough for five mana. Psionic Blast left due to it being really against what I want blue to do in the cube (which is control-only, no direct damage thanks). Dissipate is basically a suited-up Cancel and I replaced it with the cantrip-infused Exclude, which I feel could also be Essence Scatter but I chose not to go there. Finally, I dropped Ponder because with Brainstorm and Impulse, it was a little too much. Djinn of Wishes gives a blue deck both reach and a finisher for control decks. Future Sight, is, of course, completely bonkers and I have highly underrated it in the past. I’m ready to give it one more shot.
Black
Drops
Betrayal of Flesh
Decree of Pain
Grim Harvest
Night’s Whisper
Okiba-Gang Shinobi
Oona’s Prowler
Scepter of Fugue
Skinthinner
Adds
Cemetery Reaper
Grim Tutor
Necromancy
Sign in Blood
Silent Specter
Sinkhole
Slaughter
Throat Slitter
Whew, another slight overhaul for black. I do believe we’re finally reaching an equilibrium as to what this color should do (for me, at least) and how I want it to deal with other colors.
I was told Betrayal of Flesh was no Beacon of Unrest, and those dissenting voices were correct. However, Beacon of Unrest is no Necromancy, and that card should definitely be in ‘high powered’ cubes. That thing is nuts and I’m a little ashamed it took this long to get in there.
Skinthinner gets an aggro-upgrade in the form of Throat Slitter, Sinkhole replaced Scepter of the Fugue as a way for black to both disrupt their opponent’s mana and solve tough problems like Library of Alexandria and Maze of Ith.
Decree of Pain was just too much mana, while I love to throw in another Demonic Tutor in the form of Grim Tutor. Cemetery Reaper is a card I’m trying out to see just how good it is in attrition wars. Sign in Blood replaced Night’s Whisper (yes, it’s tougher to cast, but the versatility is worth it, and I like how it makes you commit more solidly to black); Grim Harvest always disappointed me and I gave black more creature removal power in the form of Slaughter. Silent Specter is pretty badass, as far as I can tell, is included in a ton of cubes around the net, and replaced the underwhelming Okiba-Gang Shinobi as a powerful discard tool and also helps up the Morph count in the cube, which is nice.
Red
Drops
Demonfire
Flameblast Dragon
Countryside Crusher
Changeling Berserker
Keldon Vandals
Pulse of the Forge
Adds
Banefire
Rakka Mar
Viashino Heretic
Blood Knight
Dead / Gone
Impending Disaster
This update saw red get a few upgrades, some versatility, and lose a few impressive but ultimately tough to utilize cards.
First up is the easy switch of Banefire for Demonfire. This was an overlooked upgrade from previous updates.
Countryside Crusher is a card I desperately want to be good, but rarely if every actually does what I want him to do. He seems to get chump blocked and after using something like Fireblast or holding a counterable Banefire while he’s Arrested or something is just miserable.
I switched the one-time use of Keldon Vandals with the multiple-use Viashino Heretic. I believe this is a positive change, as it’s been shown that creatures with repeatable abilities (Waterfront Bouncer, Mother of Runes, etc) are those that are most sought and powerful. Flameblast Dragon was really impressive, but in reality just doesn’t compare with a lot of other six drops, even good ole Rorix Bladewing. That dragon was replaced with the surprisingly effective and scary Rakka Mar. Go-go undying Spark Elementals!
Pulse of the Forge got worse with the removal of Mana Burn and I desperately needed to get Blood Knight in the cube. Protection from white is so important it’s tough to really put into words how badly its needed for red decks to win against U/W Control. Impending Disaster is my All-Star Treasure Find. I hope it works out as well as it looks. It appears fantastic for aggro decks and forces control decks to play much, much differently than they do now (which is dump every land they can into play and not worry about the consequences).
Changeling Berserker has been in the cube for awhile now, and while it certainly is cute and has it’s really cool moments, it often can sit in your hand after your opponent just Wrath of God‘d the board away. Instead I have the much more interesting Dead / Gone which gives red flexibility and versatility against a number of ridiculous plays and decks (particularly reanimator). With the new reanimator tools I’ve given black, it’s nice to throw red a bone in combating that strategy.
Green
Drops
Masked Admirers
Chord of Calling
Cliffrunner Behemoth
Eyes of the Wisent
Reclaim
Sprout Swarm
Adds
Acidic Slime
Explosive Vegetation
Great Sable Stag
Hidden Gibbons
Master of the Wild Hunt
Squall Line
I had to include some biggies from M10 this time. I didn’t get to include Ant Queen, but I think the rest of the all-stars make an appearance. Master of the Wild Hunt is just ridiculous if he gets going, Great Sable Stag is obviously a powerhouse against blue control or black aggro decks, and Squall Line deals with an evasive rush as well as killing cards like Akroma, Angel of Wrath at instant speed (as well as giving green a ‘Fireball‘ of its own).
Acidic Slime provides green a ‘catch-all’ answer to annoying permanents, whether they’re enchantments or lands. Hidden Gibbons replaced the horribly awkward Eyes of the Wisent and is a much better card pound-for-pound I think. Explosive Vegetation gives more fuel for ramp decks, including those that intend on casting Tooth and Nail before it’s over.
As for the cuts, I’ll be honest I’ve been underwhelmed with basically every card in that list. Cliffrunner Behemoth was really cute in G/R Aggro, but there are better four-drop options (Cap’n Tickles, aka Giant Solifuge comes to mind). Reclaim has always been in my sideboards, Sprout Swarm doesn’t do what I want it to (provide a green control deck card…no one plays control with green), Masked Admirers are too slow, and Chord of Calling is nice in a G/W Aggro deck, but I think I’ve made significant upgrades in the creature power and viability of green in the cube, even as a mono-color option.
Artifacts
Drops
Adds
Pretty straight-forward: I felt that Grim Poppet was cute but ultimately not included in many final builds, even in the decks that would seem to support it easily (i.e. slow control builds). Etched Oracle is a card that rewards the 5-color drafters out there, as well as providing a powerful aggressive creature that can be traded in for an Ancestral Recall, while Silent Arbiter does what I feel Grim Poppet was designed to do, which is control the creature war in a control deck.
Multicolor
Drops
Hybrid Section
Child of Alara
Crystallization
Naya Charm
Sedraxis Specter
Jund Charm
Sen Triplets
The biggest changes, obviously, were to the Multicolor category. The previously found Hybrid section is now completely removed, and I think the cube is much better without it. “Forcing” a 5-card-per-hybrid-pair selection made me include cards like Noggle Hedge-mage, and nobody likes that guy, not even me. But it was a card I was ‘forced’ to play with as the constraints of my design called for it.
So, um…screw that design. Let’s instead fuse them together, allowing Spiritmonger to return to the cube and I shed some fat by removing one 5-Color card (the awful-in-hindsight Child of Alara), and removing one card per shard. The decisions were tough, but I think ultimately worth it. I also got to include more two-color cards if I wanted (such as the inclusion of Putrid Leech in B/G), while getting the pick of the litter of the hybrid cards. G/W is the section that provided the most grueling of choices, but I loves me some Kitchen Finks and while I’d love to include Armadillo Cloak again, I’m still fond of the powerful Behemoth Sledge to take it home.
Spitemare showed up in R/W again, and I think for the better. I love that creature, as it makes your non-black/non-blue opponent make some nasty decisions in terms of how to deal with it. While white could use a Pacifism effect, green and red have a hell of a time killing this guy without taking significant damage.
Izzet Guildmage also returned to U/R, a very underrated creature that does wonders in a red burn deck or even a control deck by copying spells like Ancestral Recall in blue or Firebolt in red. (That said, he’s still kinda underpowered…)
Lands
Drops
Cascade Bluffs
Fetid Heath
Fire-Lit Thicket
Flooded Grove
Graven Cairns
Mystic Gate
Rugged Prarie
Rupture Spire
Sunken Ruins
Twilight Mire
Unstable Frontier
Wooded Bastion
Adds
Arid Mesa
Barbarian Ring
Dragonskull Summit
Drowned Catacomb
Glacial Fortress
Kor Haven
Marsh Flats
Misty Rainforest
Rootbound Crag
Scalding Tarn
Sunpetal Grove
Verdant Catacombs
Lands in the cube are always tricky. You want just the right balance, where players can get the fixing they need without making 5-color an overpowering force (i.e. there’s a reason there are no Vivid Lands in the cube such as Vivid Creek).
With this update I completely removed the Hybrid Duals as provided to us from Shadowmoor and Eventide. I loved them, but I also hated the fact that if you had a hand of two hybrid duals you are almost forced to mulligan (or hold your breath to see if your deck comes through). However, with the M10 duals, if you don’t have the land that makes it come into play untapped you’ll still get the mana you need next turn, which is better than never if you don’t draw a land that activates your hybrid duals.
The only Zendikar entries this time are the enemy fetchlands, auto-includes in any self-respecting ‘powered’ cube, and also help balance out the loss of ten lands by supplementing ten lands that make the exact same color combination.
That said, two mana fixing lands left us: Rupture Spire and Unstable Frontier. Both of these cards are mediocre at best and help fuel an archetype that needs little to no help (i.e. 5-Color Good Stuff). Instead, I gave U/W control players a gift with Kor Haven, and red decks one in the form of Barbarian Ring.
Summary
So that’s it for another cube update folks. I hope you’ve enjoyed reading my reasoning behind my decisions, and hope you either update or create your own cube to find out how truly awesome it really is.
Join us in February when we do this all over again, and see what impact Landfall and the powerful cards from Zendikar have on the cube as we know it.
Now get out there and cube!




In toto I must say you have done a great job with this update. Here are my thoughts on some unique cards:
->Archon of Justice: this card looks so good on paper, but white has already a lot of high cc stuff.
Still it is card advantage and a potent weapon against Planeswalkers. So I would put it over Magus of the Disk (unreliable) and Wall of Reverence (rewarding you for big creatures that cannot be destroyed by your opponent makes it kind of a “win more” card)
->Ponder: With the additional 5 fetchlands and Future Sight the already powerful Ponder gets even better.
->Dissipate: A lot of decks use their graveyard as a resource and having a maindeckable answer to it is certainly helpful.
->Phatom Seer/Brine Elemental: Yes Morph is fun, but this cards just don’t do enough for the huge mana investment.
->Master Transmuter: How has it worked out for you so far?
->Djinn of Wishes: I overrated this card so bad…
This is what I have written about temporal Aperture in my cube:
“There are ~17 lands in your deck, some cards that are useless to flip (counters, Banefire, Condemn) and all 1drops are more or less a “miss”. This leads to about 80 nonland cards that I don’t want to flip (not including Signets or Artifact removal without targets) and a final number of 35% of cards that are worth flipping.”
So unless you have plenty of mana/library manipulation using the cards in your hand is probably a better idea than gambling with the Djinn.
->Decree of Pain: you can still cycle it as a uncounterable instant speed Infest that draws you a card and the full price version of the spell yost wins you the game. So I would keep it instead of Kagemaro, First to Suffer, who always was more of a 6 mana Infest for me. Or how about Phyrexian Plaguelord? this card is more or less unplayable after the M10 rules update.
->Night’s Whisper: a card draw spell that you can reliably cast on t2 will probably win you more games than Nightscape Familiar or the Sign in Blood that you just have added.
->Oona’s Prowler: If I had Prowler and Zombie Cutthroat in the same booster, I guess I would pick the cheaper flier that doesn’t hit me for 5 damage.
->Flameblast Dragon: imo it is worth to pay the additional 1 mana and play it over Arc-Slogger, since you usually win the turn you can attack with the dragon.
->Keldon Vandals: since Viashino Heretic already does a good job killing multiple artifacts, my suggestion would be keeping the Vandals over Rack and Ruin. 4 power makes it a scary creature and it works well with blink effects. (othe possible cut: Hearth Kami)
->+8-6: this cards lokk like they are expendable: Spectral Force (yet another fatty without protection), Timbermare(Lava Axe that dies to removal and lets your opponent alphastrike), Moldervine Cloak(got dredged back less and less in my playgroup until we decided to remove it)
->Hidden Gibbons: every time I read about those “hidden” cards, there is a update short after with the person removing it for just don’t working out for them.
Multicolor changes: maybe you should also post the changes in this article.
->Void: why would you want to drop this card?
->Wurm Harvest: How many sac lands do you need to make this playable?
->-Glare of Subdual +Enlistment Wurm: ???
->-Brion Stoutarm +Bull Cerodon: sry, but I can’t understand this changes
keep on tapping,
eidolon
eidolon | Oct 10, 2009 | Reply
I don’t know about dropping the hybrid lands. I love them and i think your cube should have lands that can be better than the original duals.
DrLambda | Oct 10, 2009 | Reply
Green now has 62 cards. There wasn’t anything wrong with the count before you added too many this time around.
I also can’t get myself to include cards with strictly better (time warp, desert twister – ignoring colour) or identical (elite vanguard) versions already in the cube. I can see replacing Savannah Lions with the Vanguard for the soldier interactions, but having both seems… boring.
Ske | Oct 10, 2009 | Reply
Also, Izzet Guildmage won’t do much for your Pillage.
Ske | Oct 10, 2009 | Reply
I’ve updated green to remove two extra cards (goodbye Desert Twister and Rofellos, better luck next time).
I agree Izzet Guildmage is weak
Ideas?
Evan | Oct 10, 2009 | Reply
Prophetic Bolt: Flame Javelin + Impulse on 1 card
Spellbound Dragon: I am actually a big fan of this dragon. even if you are just discarding lands it is a giant Shadowmage Infiltrator + if you have a big spell that you cannot cast, like a greedy Cruel Ultimatum: why not just get a free +9 power boost out of it.
eidolon | Oct 11, 2009 | Reply
I agree with Spellbound Dragon being awesome. He’s good at filtering through your deck to find the stuff you need, and as an added bonus, is yet another card that combos with Squee.
Hidden Gibbons was tried by us here but didn’t pan out, I would reccommend cutting it for Ant Queen, we’ve been running her since she was spoiled and haven’t been dissapointed yet.
Breyfunk | Oct 12, 2009 | Reply
I would never ever EVER remove Sprout Swarm. I’ll splash for it in any blue deck.
And why would you want to cut Psionic Blast? Sure, blue isn’t supposed to get that kind of effect, but it’s not supposed to draw three cards for one mana, either (an unfair comparison, I know, but since when do you need to use logic on the internet?). I just think it’s too useful to remove.
Bizarro Bike | Oct 12, 2009 | Reply
These are the UR cards from my Cube, you don’t run. So my tips for replacing Izzet Guildmage:
Dominus of Fealty
Prophetic Bolt
Suffocating Blast
Of these the Bolt is by far the best card.
Blast is weird if there’s no target for the burn or *gasp* only a target you control. Sometimes it’s great though.
Dominus looks great and can turn around many a game, which it does, sometimes, if you can cast it…
So go for the Bolt and drop the ‘Mage.
Thomas | Oct 13, 2009 | Reply
Oh and I really like what you did with the lands update. After a bad experience with a deck that played 2, I decided I wanted to do the same.
Too bad, my playgroup (30 drafters apprrox.)started a petition to keep them in. “But Thomas, Filterland is awesome!”
Haven’t made up my mind yet…
Thomas | Oct 13, 2009 | Reply
Sorry Evan, but I just can’t get behind a lot of the stuff you’re pulling out.
Archon of Justice is just too insane to pull out of the Cube. Especially if you’re trying to make Reanimator a decent and viable archetype (which it seems you are if you’re adding things like Necromancy).
Pulling out Psionic Blast just seems insane. I’m sure people draft counter burn in your cube. This card is amazing in that archetype. Also, the nostalgia that it provides is great as well.
I can’t see pulling out the filter lands either. They are just too amazing to dismiss. I’ll be pulling out the cycling lands since no one in my playgroup ever drafts them. I routinely get 3 cycle lands and Life From the Loam 15th from 13th to 15th pick. I’m sure that’s different in other groups, but taking out the filter lands just seems wrong. If your colors have grown recently (which they have), then I’m sure it’s not wrong to let your land section grow as well.
Cliffrunner Behemoth has been fantastic for me. Sometimes he’s a 5/3 haste. Sometimes he’s a 5/3 lifelink. Sometimes he’s both. Never is he a bad draw. I would reconsider. Obviously he promotes multicolor play, but it’s not hard to do so.
The red section just baffles me. Flameblast Dragon is amazing. Keldon Vandals is irreplaceable for me. Aggro decks need the EBT effect. Not the continuous effect. They also need the 4/1 body, and not the 1/3 of the Viashino. Pulse is pulse… I think it’s better in counter burn than anything else. Regardless, it’s still reach in a deck that most likely needs it. I understand Countryside Crusher though. I like it myself, but have been underwhelmed by it a bit recently.
Your black section seems fine, except that I would keep Scepter of Fugue in. I have grown tired of all the one shot discard spells (Duress / Thoughtseize / Unmask / etc.) and have decided to only keep in stuff that discards multiple cards (Gerrard’s Verdict / Hymn / Stabwhisker / Scepter / etc.) since they are reliable. Maybe reconsider Scepter? Also, if you allow sideboards in your cubing, then Scepter seems irreplaceable in that sense.
Ah blue… I think you will grow to dislike Djinn of Wishes. It’s not as bad as the earlier poster said since if you’re playing Djinn, you’re playing blue. And if they’re casting something, then flipping a counterspell isn’t that bad (unless it has an X in the casting cost), but still, it’s not good. Ponder is only going to get better with the new fetches. Dissipate is hard to remove also in fear of card with Flashback / Retrace / etc, but it’s understandable. Blue is just such a hard color to mess with.
Last but not least, white. I have loved Feudkiller’s Verdict everytime I have played with it. There are very few white spells that are that powerful. 6 mana for 10 life and a 5/5? You barely get a 5/5 for 6 mana in white, let alone the 10 life. UW control LOVES LOVES LOVES this card. The rest of the choices seem pretty legit, even if I would keep in Prison Term over some other type of Pacifisim effect. Which of them are “better” than Prison Term to begin with? Arrest maybe? Cage of Hands? Seems like Prison Term beats them all.
Anyway, I look forward to your responses and your Zendikar update!
Aiken013 | Oct 13, 2009 | Reply
Is there an accompanying video to this update? It got tagged with the Video tag.
Usman | Oct 13, 2009 | Reply
I don’t see an “ADDS” section for Hybrid/Multicolor…
jamessooy | Oct 14, 2009 | Reply
My advice is to cut one or two cards from each color pair. I went from 8 to 5 cards per pair in my cube and think it made a dramatic positive impact on our drafts.
Also The filter Sphinx from Zendikar is a good replacement for Djinn of Wishes.
Tim P | Oct 22, 2009 | Reply
Since I’m adding all Planeswalkers anyway (except Nissa, she’s a sad panda in a cube), I made a Planeswalker section with (almost) all of them, freeing up space in all colours. That way I don’t have to cut Firespout.
Ske | Oct 27, 2009 | Reply
Oooh, a Planeswalker section. I like that
Evan | Oct 27, 2009 | Reply
uhm, just no.
it’t not like we have other cardtype sections…
Thomas | Nov 3, 2009 | Reply
Still missing Dark Confidant
Also, you can take Ponder away from my cold dead hands!
Pablo | Dec 7, 2009 | Reply
Gatekeeper of Malakir?
My group likes it. We also added Necropotence and Chaos Orb(destroy target permanent).
How often do you draft the entire cube? We usually draft between 5 and 8. I don’t have color balance in mine, pretty close but not exact.
chris mata | Dec 31, 2009 | Reply
My advice is to cut one or two cards from each color pair. I went from 8 to 5 cards per pair in my cube and think it made a dramatic positive impact on our drafts.
Also The filter Sphinx from Zendikar is a good replacement for Djinn of Wishes.
Emily | Jun 2, 2010 | Reply