Zendikar Cube Update

So another three months have passed and it’s time to get all cube-updating in this hizzle. Or something.

Either way, last go-around I updated the cube with M10 additions. This time we’re adding five cards per color bringing the total cube size to 580 cards. Woo! I’m happy with a growth rate of 25 cards for this update, but don’t expect it to jump that high next time.

Here were my goals for this update:

- Add only the strongest Landfall cards. This included cards like Emeria Angel and Ob Nixilis, the Fallen. While there are plenty of powerful and surprisingly good Landfall cards (Plated Geopede is the first that comes to mind), I only wanted those that both excelled as creatures and as Landfall-triggering monsters.

- Don’t stop looking for ‘consensus’ cards. This is where the inclusions of Lignify and Vendetta came from. These are simply two examples of fantastic and powerful cards that are worth having in the cube. Every good monster needs an answer, and Lignify is a surprisingly powerful one, while Vendetta is like the backwards Swords to Plowshares, and I’m definitely okay with that.

- Continue the tradition of a ‘Sneak Peek’ from the new set. With the M10 update I threw in the five new Zendikar fetchlands, as I was 100% certain they were going in. This time I’m doing the same with Worldwake, including the five rare duals/manlands as they replace the M10 duals from the last update. While the M10 duals certainly have their upsides, they can’t both fix mana and go upside your opponent’s head, and that’s something I cherish (the latter more than the former).

So with that, let’s get started!

White

Adds:
Emeria Angel
Conquerer’s Pledge
Day of Judgment
Iona, Shield of Emeria
Steppe Lynx

For me the big question mark about these inclusions was whether or not to include World Queller. This is a creature with all sorts of upside and a very interesting and versatile answer to all sorts of stuff.

However, IDTE (It Dies To Everything), it’s incredibly slow, and a 4/4 for five mana that doesn’t fly or have evasion or do anything else neato besides the sac effect is tough to warrant. Also, U/W control, the deck I most saw this using, should have very little trouble with creatures (it’s either killing all of them or controlling them), Enchantments (it has Disenchant), Planeswalkers (bounce spells, counterspells, Take Possession et al), and anything else. So with that I’d rather include the Landfall’in Steppe Lynx.

Steppe Lynx is probably the most controversial simply because it is ‘just’ an 0/1 Landfall guy, and I didn’t include its counterpart Plated Geopede. It also is probably going to be replaced by Loam Lion, but that’s for next time. Regardless, Steppe Lynx is a welcome and proven addition to any Zoo or White Weenie arsenal. With the cube now featuring ten fetchlands when it previously only held five, suddenly getting him to trigger many times is not an issue, and should be a regular occurrence.

Iona, Shield of Emeria is simply a Reanimator target (or a U/W control finisher), Emeria Angel is just killer any way you slice it, Day of Judgment gives U/W Yet Another Wrath, and Conquerer’s Pledge is a card I feel will get some love by the B/W Aggro Discard or G/W Aggro builds, both capable of dropping Conquerer’s Pledge and ending the game soon after (Armageddon, anyone?)

Blue

Adds:
Serendib Efreet
Rite of Replication
Sphinx of Lost Truths
Sphinx of Jwar Isle
Into the Roil
Mark of Eviction

Drops:
Djinn of Wishes

Ah, poor Djinn of Wishes, it just wasn’t meant to be. Oh well, we still have Serendib Efreet (via From the Vault: Exiled no less) backing him up. Blue needed some cheap fatness anyway, and he fits the bill. I’m also looking hard at Serendib Djinn for the next update, as he’s pretty freakin huge for a measly four mana.

Moving on we have a pair of Zendikar Sphinxes, Sphinx of Lost Truths and Sphinx of Jwar Isle (Jwar-Jwar around these parts). Both of these Sphinxes are incredibly efficient at what they do: The first one draws you infi cards or powers up Reanimator (or both); the second just wins games while dodging all of your removal. Pretty simple stuff, but it gets there.

Rite of Replication is a favorite of mine, and getting to nine mana in the cube isn’t really that tough, particularly if you’re playing a U/W or U/B control deck. Kicking this thing should almost guarantee Game Over, but in the cube, things are never that simple.

Lastly we have Into the Roil and Mark of Eviction, two of my favs. Now Into the Roil could’ve been a thousand different variations on Essence Scatter (and almost was), but in the end I decided a unique utility/bounce spell (particularly one that goes great with Isochron Scepter) should get the nod. Mark of Eviction is a fav of mine from back in the Ravnica days, and after I saw some of its power show up again at Worlds in Rome last year, I decided it was time to move it back into the big leagues. Just the absolutle sickness with any enters-the-battlefield ability, but is versatile enough to take care of a pesky creature for a turn, sure to be countered on the way back in.

Black

Adds
Sorin Markov
Ob Nixilis, the Fallen
Vampire Nighthawk
Bloodghast
Vendetta

As for Zendikar, I think the three biggies speak for themselves: Sorin Markov is absurd, Ob Nixilis, the Fallen is completely busted after two triggers, and Vampire Nighthawk is so good it feels like cheating (but hey, it’s the cube! It should feel unfair at times!). Bloodghast is a card that I feel will have all sorts of uses, from B/W Aggro Discard to U/B Control. He may not work out, but I’m going to see what he can do. I’m sure there’s oodles of combos and interactions I’m not thinking about (Survival of the Fittest, Recurring Nightmare etc are coming to mind), and I think he’s worth it.

As mentioned in the introduction, Vendetta is kinda the Bizarro-Swords to Plowshares, and as such definitely deserves inclusion. There are infinite fatties and weenies that will die at the hands of this card, and I hope it shines as brightly as it does in other cubes.

Red

Adds:
Burst Lightning
Goblin Guide
Goblin Ruinblaster
Obsidian Fireheart
Hellkite Charger

Here is where Red got a little lopsided: Instead of sticking steadfast to the Spells/Creatures split, I went three creatures deep with Red cards. For me, there are too many good ones to cut for more burn spells. I love Hellkite Charger with a passion, as that guy is incredibly scary and usually ends the game in a turn or two. Obsidian Fireheart is just a complete badass, and setting any lands on fire usually kills your opponent soon after. Goblin Ruinblaster is another Avalanche Riders most of the time (except for 2RR of course), and that’s never a bad thing. Goblin Guide is a mainstay now in aggressive decks in both Standard and Extended, and that’s more than enough ammo to get it rocking G/R and Mono Red aggro decks in the cube.

Lastly, Burst Lightning is one of the best burn spells printed in years. Versatility to the max. I also love the Isochron Scepter interaction (but I’d rather have Magma Jet on it, thanks).

Green

Adds:
Lotus Cobra
Rampaging Baloths
Scute Mob
Wickerbough Elder
Lignify

So for Green we have two Landfall powerhouses: the explosive Lotus Cobra, and Rampaging Baloths. Now many people are familiar with both of these, so I won’t state the obvious. All I’ll say is that thanks to ten fetchlands I’m happy that these are in here and I expect some serious blowouts to come. The cube is already packing Harrow and Explosive Vegetation, so don’t be surprised if dumb things start happening soon :)

Scute Mob is a great card in that it requires an answer soon. Sure there’s Dragonmaster Outcast from Worldwake that is a bit better (and it’s looking like a pretty solid inclusion for next time), but there is little stopping a Scute Mob once a round or two of counters have been added. RAWR!

Wickerbough Elder is a novelty, in that it’s fat that can deal with answers. Sort of a twist on Indrik Stomphowler, but better because it can actually stop your opponent from playing powerful artifacts and enchantments until they deal with him, or it can mirror the Stomphowler exactly by simply paying for the Elder and then using his ability. Another versatile threat and answer, my favorite kind.

Lastly for Green we have the most controversial choice, Lignify. Now to this I say the same thing to those who doubt using Bull Ceradon instead of Brion Stoutarm — Play with it and tell me it doesn’t work. I’ve played with Lignify and I can tell you that card is a lifesaver. It hoses everything from Nezumi Graverobber to Akroma, Angel of Wrath, and that is good times right there. The “no abilities” clause is very important, particularly with triggered abilities such as Reveillark roaming the skies and shutting off Meloku the Clouded Mirror is pretty good too. All-in-all one of my new favorite green cards.

Artifacts

Adds:
Eldrazi Monument

Drops:
Guardian Idol

I wish I could say Guardian Idol was a staple card in a variety of decks and people were happy to windmill slam him, but he isn’t and he won’t be missed. Yet Another Mana Producer Guy, even if he can’t be Wrath’d away, just isn’t very exciting.

Eldrazi Monument, on the other hand, as we’ve see in the Standard Eldrazi Green deck, can be both explosive and game-ending. It gives an Overrun-like effect to colors that don’t normally have it or can’t normally cast it (R/G Aggro comes to mind). I love the power in this card, and I get all giggly thinking about it and Bitterblossom or Sacred Mesa.

Multicolor

Adds:
Nath of the Gilt Leaf
Doran, the Siege Tower

Drops:
Lord of Extinction
Teneb, the Harvester

So we switch out a couple of looks-awesome for a few actually-awesomes. Okay, Doran, the Siege Tower isn’t an auto pick or anything, but I believe it is far more playable now with ten fetchlands and a lot of fixing, and I haven’t seen anyone maindeck Teneb, the Harvester in many months, let alone cast him. So I think it’s time for a change.

Lord of Extinction looks so good. Unfortunately, he’s no Tarmogoyf and never will be. By the time he hits the board and is actually swinging, on Turn 6, your opponent has infinite chump blockers or infinite ways of stopping him (Maze of Ith etc) or both. Nath of the Gilt Leaf, on the other hand, begins affecting the board without swinging on the first upkeep you have him, and the discard is random, and it gives you a dude to boot! All of that and a respectable 4/4 body to boot. I’m sold.

Lands

Adds:
Celestial Colonnade
Creeping Tar Pit
Lavaclaw Reaches
Raging Ravine
Stirring Wildwood

Drops:
Rootbound Crag
Glacial Fortress
Sunpetal Grove
Drowned Catacomb
Dragonskull Summit

So this section is pretty easy to describe: One, I wanted a little taste of what was coming in Worldwake for the cube. Secondly, I like my dual lands to bash face if need be. I saw enough of these M10 duals enter the battlefield tapped to know they’re still very playable that way, and why not get a dude out of it to boot in the long game? All of the lands turn into creatures that fit the friendly color archetype, and all of them should look very enticing to cube drafters everywhere. I’m excited to see more of these in play.

Conclusion

So there you have it! With such a strong set, Zendikar added plenty of goodies to the cube, not the least of which include the five new fetchlands I threw in last update. However, we got a Planeswalker, some awesome Landfall creatures, and thanks to Worldwake a host of powerful and exciting dual lands to bash with.

I hope you enjoyed reading about my decisions in this update, and feel free to share your thoughts below in the comments or in the forums.

- Evan

Share

9 Comment(s)

  1. I tested Scute Mob since Zendikar was released. It’s not good. It’s a 1-drop that does absolutely nothing until turn five.
    Obsidian Fireheart and Hellkite Charger are also just bad. Rorix>Hellkite and Fireheart is just… bad. I don’t know how else to put that. Find a better 4/4 for 4.

    Elliot | Feb 6, 2010 | Reply

  2. Looks like a solid update, Evan. Lignify is interesting, and definitely something to think about in the future. Wickerbough making it is awesome. Disenchants on-a-stick make for some of the best creatures. I do think you may want to squeeze Plated Geopede in there sometime in the future though. That guy is pretty nasty. He is very hard to profitably block, and since you’re a red deck you only need to connect twice to really be worth it. Enjoy cubing on the cruise!

    Kenny Mayer | Feb 6, 2010 | Reply

  3. i beg to disagree on Hellkite Charger since his ability ended many many games. a -1 power is a great sacrifice for an awesome ability.

    I agree on Obsidian Fireheart being jank, he is. Vendetta hurts too much too often to be a high pick.

    argus | Feb 6, 2010 | Reply

  4. White
    *Emeria Angel + Conqueror’s Pledge: OK in a bigger cube, but I would really consider adding another Anthem effect (or even better: Mirror Entity) in white to get more value out of your tokens.
    *Day of Judgment: it is the best WoG clone available
    Iona, Shield of Emeria: I don’t see myself playing a 9 mana creature to my cube that isn’t Inkwell Leviathan. If reanimator is popular though, adding her is a good move, because Iona is probably the best creature to cheat into play right now.
    *Steppe Lynx: because your cube is so big, it won’t be 4/5 that often, even with the full set of fetches. Still a solid 1 drop.

    cards that you might have missed:
    *Kor Skyfisher: reuses your etb creatures and works well with knight of the white Orchid / Land Tax / Moxen
    *Journey to Nowhere: this card does everything Arest does for 1 less mana.
    *Kor Sanctifiers: a 241 disenchant that can easier be reused (might come in for Return To Dust)

    *Serendib Efreet: great creature for 3 mana, I need to get one of these soon.
    *Rite of Replication: It is worse than clone most of the time (can fizzle, can’t copy shroud creatures, bad with bounce), but it is just so awesome when you manage to play it with kicker.
    *Sphinx of Lost Truths: rather bulky for a looter and if you have the mana to kick it, you would be better of with a “real” finisher like Sphinx of Jwar Isle, which has been amazing so far.
    *Into the Roil: it is an easier to cast Boomerang early and a cheaper version of Repeal later. A really good bounce spell for this format.
    *Mark of Eviction: Yes, this card was good in Ravnika limited, but in the cube you have just a lot more removal which can turn this into card disadvantage for you, if you try to abuse one of your own etb creatures. If you want to play it on your opponents creatures, you have the problem, that he/she can still attack 1 more time with the enchanted creature + you don’t want to trade with that creature in combat, because you would lose your enchantment.

    *Sorin Markov: A very good planeswalker with a kickass artwork
    *Ob Nixilis, the Fallen: a very cubeworthy card, just keep in mind, that your average cmc for black creatures is already close to 4
    Vampire Nighthawk: best uncommon of the set.
    *Bloodghast: has like a million applications
    *Vendetta: This is NOT a black S2P: you don’t exile the card and it only hits nonblack creatures. Also it is a lot more problematic to pay 5 life than to give you opponent that much, because there isn’t that much lifegain in black, but a bunch of good cards that let you lose life. If you need more spot removal in black: why don’t you have Terror or Doom Blade in your cube? If it is important that your removal costs 1 mana, I would try Disfigure, which takes down most of the small creatures and can act as a combat trick to kill a bigger one.

    *Burst Lightning: The lategame bonus makes this Shock very playable.
    *Goblin Guide: One of the best red aggro creatures ever printed.
    *Goblin Ruinblaster: I would rank it below Avalanche Riders and Ravenous Baboons, because it desn’t work with Blink effects and costs double red, but the gobo is still very playable if you want a third creature with this ability.
    *Obsidian Fireheart: yeah, red usually doesn’t get 4/4′s for 4 mana and the flavortext is cool, but thats about it. It is hard to cast + the ability is expensive and most of the time it is just a vanilla. I would highly recommend exchanging this with Plated Geopede. A 3/3 first strike for 2 mana is just as hard to deal with + first strike is even better in red, because the color has access to burn.
    *Hellkite Charger: Rorix does more damage, but it doesn’t hurt to have an easier to cast version in your cube. I bet that the hasty dragon will deal more damage than Akroma2.

    *Lotus Cobra: Since you mention how awesome these cards + fetchlands will be: how about reducing the size of your cube a bit? With the current number of cards it is just like playing 6 fetches in a 360 card cube. (Not to mentiion that you are going to draw all the other REALLY crazy cards less often).
    *Rampaging Baloths: Your cube is a bit slower, so it is probably ok, but I ended up removing it from my list.
    *Scute Mob: @Elliot: try to look at it as a 5 mana 5/5 that untaps 4 lands and keeps on growing. I think this is the perfect card for a cube: It is fun to play with, aggressively costed, can be used to satisfy your inner Timmy but still gives your opponent a fair chance to deal with it.
    *Wickerbough Elder: I would still play it if it had 1 less power
    *Lignify: Hmm, I had Lingnify in my list once and it was just really disappointing for me, but my cube has changed a lot since then. It might get a second chance in the near future.

    *Vines of Vastwood is another great Zendikar card that is currently not on your list. Most of the time it is a cheaper version of Stonewood Invocation, with better defensive applications.

    *Eldrazi Monument: I doubt that it is that good in the cube, because there are less token producers but more removal available, but it looks good enough to give it at least a try as a Overrun. (Speaking of Overrun: why don’t you just add Overrun and its white version Mirror Entity to your list, since these are the colors that would benefit the most from this artifact.)

    *Lord of Extinction -> Nath of the Gilt Leaf: Lord of Extinction was just such a boring card to play with
    *Teneb, the Harvester -> Doran, the Siege Tower: the 0/5 loses rapidly in value when you don’t have the right mana to play him early, whereas one can easily splash for a Teneb or just play him in reanimator decks.

    Celestial Colonnade / Creeping Tar Pit / Lavaclaw Reaches / Raging Ravine / Stirring Wildwood: I think they will work out well for you, especially the blue ones + your foil set looks very nice

    eidolon | Feb 7, 2010 | Reply

  5. Thx for update Evan, and thx for your reply eidolon, i’m according to you on many points.

    Lemmings | Feb 7, 2010 | Reply

  6. I just wanted to say as far as interactions with Bloodghast go, Skullclamp + Bloodghast is just about one of the most broken card advantage engines.

    I like all the additions though. I am definitely going to consider Lignify for my cube.

    Steve | Feb 8, 2010 | Reply

  7. Bloodghast in the cube is SICK.
    my favorite 2 interactions are with Skullclamp and Recurring Nightmare. I’m sure with Eldrazi Monument it’ll also be nuts among other stupid interactions.

    sum1unopk | Mar 10, 2010 | Reply

  8. Thanks for the update, I use your cube for a guideline and it’s nice to have some concensus regarding some card choices.

    Right now I’m at 80 /color, 80 multi (no more than 2 colors, thinking of adding in a couple triple or more cost), 65 artifact (probably going up to 70 once I get the rest of the foil fetches) and 65 artifact.

    Did you consider basilisk collar? I really like that card as it’s fairly cheap and powerful and as we’ve seen recently goes well with red pingers and essentially makes guys unblockable. Not sure if it’s any better than bonesplitter or wargear, but more nighthawks can never be bad.

    Denog | Apr 1, 2010 | Reply

  9. Evan, just curious about how Obsidian Fireheart has worked out for you. I have it in my cube and love it. The ability ends games so quickly.

    Thea Steele | Apr 15, 2010 | Reply

1 Trackback(s)

  1. Apr 25, 2010: from Worldwake Cube Update : Cube Drafting Dot Com

Post a Comment