Sunday, December 12, 2010

A Boy and His Cube: Land

So, to start off my writing more regularly, I thought I would post the lists of cards in my cube by category, and explain some of the choices that have gone into it. Please note that, for the most part, I am working with a collection I started just a few years ago. Clearly there are many awesome cards I could have, but simply don't. We work with what we have. So, without further ado let's meet the backbone of any good cube; the nonbasic lands!

Temple Garden

Sunpetal Grove

Stirring Wildwood

Graven Cairns

Dragonskull Summit

Lavaclaw Reaches

Raging Ravine

Stomping Ground

Grove of the Burnwillows

Mystic Gate

Sejiri Refuge

Celestial Colonnade

Drowned Catacomb

Watery Grave

Creeping Tar Pit

Caves of Koilos

Marsh Flats

Murmuring Bosk

Tainted Wood

Verdant Catacombs

Shivan Reef

Steam Vents

Scalding Tarn

Arid Mesa

Rugged Prairie

Sacred Foundry

Yavimaya Coast

Bant Panorama

Seaside Citadel x 2

Arcane Sanctum

Crumbling Necropolis

Savage Lands

Jungle Shrine

Ghost Quarter

Tectonic Edge

Reflecting Pool

Rupture Spire

Terramorphic Expanse

Mystifying Maze

Urza’s Factory

Mikokoro, Center of the Sea

Mutavault


There you have it! First things first, I am fully aware of how ugly that second Seaside Citadel is, along with the Panorama and the Tainted Wood. I am working on my collection of fetches and shocklands, and U/G happens to be a major weakness in my folder. Due to the current top decks in standard either being green or being blue, Misty Rainforests are difficult to convince people to trade away. As soon as I have a chance, these cards will be changed. I am sticking to a pattern of three of each color pairing, and then one-ofs otherwise. The Grove of the Burnwillows is in because of the combo with Punishing Fire. The Worldwake creature-lands are invaluable.

Some notes on the colorless lands. Rupture Spire is a pretty quality card, but it could very well be that a better option would be the Vivid cycle from Lorwyn. I just don't care to try and dig through the junk box at the local card store for them. Urza's Factory is great for attrition battles, or just as an alternate win for control decks. Mystifying Maze is clunky, but until I win the lottery and get a Maze of Ith it will have to do. Finally, Mikokoro is a card I had long stored in my "Reject Rare" bin, hoping to someday see play if I ever get a reject draft going. On a whim, I stuck it in the Cube one day when I discovered I had misplaced an Evolving Wilds (which is now gone because I try to avoid running functional reprints of cards already in the cube). That evening, a few friends came over, and we decided to play Two-Headed Giant Cube Draft. From that moment on, Mikokoro has been a beloved card amongst my group, and I will likely not be allowed to remove it unless I can manage at least a Library of Alexandria (note: HA), which Mikokoro is clearly a 'fixed' version of.

This list comes to 43 of the 360 cards in the Cube. I hope to someday get it to an even 50, because that seems like a nice ratio. At fifty, there is a large chance that each and every booster pack will have 2 lands in it, which will make sure mana fixing is available to anybody and everybody drafting. Cube decks are routinely three colors or more (a friend I will call Koolzo, who owns as much of the Cube as I do, made a name for himself drafting five colors at Alara limited events, and can usually be counted on to bring this mindset to Cube). Because of this, even if the number of actual multicolor or 'gold' cards is relatively small, mana fixing is a priority for the construction.

There you have it, the lands! I will have artifacts up soon!

Babbs


*edit: Procured a City of Brass this morning, which replaced Rupture Spire so fast I nearly ripped a sleeve.

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