Having the signets count as colorless seemed strange, especially since I just introduced the hybrid system. I changed the signets from colorless to hybrid and that resulted in some changes: Dimir Signet > Culling Dais Izzet Signet > Prophetic Prism
No more room for these two signets. Prism seems ok and Dias seems a reasonable colorless sacrifice engine. Mnemonic Wall > Triskelion
Azurious Signet goes to blue so I had to cut a blue card and created an extra space in the colorless section. If you consider Triskelion an uncommon it seems like an auto-include. The wall was mediocre (especially compared to Archeomancer). Syndic of Tithes > Safehold Elite
Wanted to add this card for a while now but couldn't find a spot in the hybrid section. Since the signets are now also hybrid I made a spot. Syndic was in the weird position of giving very slow advantage while clearly having a (aggro) body which only mattered in turn 2-5. Gift of Orzhova > Orzhov Signet
Gift doesn't really cut it. Wildsize > Simic Signet
Simic Signet needed to get in for a green spot. I didn't like Wildsize. Holding open three mana is a lot so it was not very good as a combat trick except on the attack making it more like a overcosted burn spell.
Some small other changes: Lava Dart > Chain Lightning
So Chain Lightning comes back in.
Dart isn't even that much better than Chain Lightning in the spells matter decks. The extra damage almost negates the second "spell-trigger" and it doesn't require you to sacrifice a land. The only clear advantage is that it can divide the damage but I have enough of those as it is. Reckless Waif > Beetleback Chief
Reckless Waif: If played on turn 1 it has like a 60-70% of being insane. Played on any other turn it is almost always crap.
M15 update: Aether Adept > Frost Lynx
I have quite a few dudes which bounce things when they enter the battlefield and Lynx seems more interesting and with the amount of etb abilities opponents sometimes have it might often even be better. Cumber Stone > Quickling
Not sure about this changes. I really want to add Quickling, I am just not sure want to remove. I am open for suggestions. Firefist Striker > Borderland Marauder
Striker is often just a Goblin Piker. Ashmouth Hound > Generator Servant
The Hound is ok, and I a not sure if Servant is better, but it at least is much more interesting. Arc Lightning > Stoke the Flames
I wanted to remove Arc Lightning for quite some time as I felt I had to much distributable damage spells. Stoke the Flames seems like a solid replacement. Beast Within > Reclamation Sage
Beast Within was more then often a 3/3 flash dude for which you had to sacrifice a land. Having no planeswalkers in the format really hurts this card. Sage is an auto-include.
Other changes: Swell of Courage > Ornitharch
Swell of Courage was never maindecked. I wanted to try Ornitharch for quite some time. Wingcrafter > Curiosity
Wingcrafter was really disappointing for the last couple of months. Curiosity gets a try. Briarpack Alpha > Harmonize
i have no idea why I didn't play Harmonize until now. I didn't want to increased the number of 4 mana cards in green and Briarpack Alpha was too often just a 3/3 dude for 4 so it got cut. Wilt-Leaf Cavaliers > Armadillo Cloak
A friend of mine suggested this change and it seems like a good idea. Sunhome Guildmage > Goblin Trenches
Saw quite a few people liking this card so decided to try it as well. Lurking Automaton > Icy Manipulator
Automaton was stupid and Manipulator was never really a bad card. I would like to see something else in this slot but there aren't that many good colorless cards. Again, I am open for suggestions.
With the upcoming Khans I am thinking of removing the multiples of mana fixing lands like City of Brass and Mirrodin's Core. The main reason I implemented it was so aggro would have more fixing and while playing sealed you wouldn't end up with lots of useless fixing but that really didn't work out as I wanted to. I had hoped to see more 3 color aggro decks (as two color aggro decks don't tend pick city of brass or gemstone mine highly) but this didn't really happen. As for sealed these are usually two color decks anyway and those decks (often midrange because of the nature of sealed) might play Expanse but not much else. Moreover, my group just don't seem to like the change because the problem with fixing for aggro didn't seem to be solved and decks like 4 or 5cc seems to have less fix because they could play 60-100% of all guildgates before.
As I was thinking of going to 400 cards, with Khans I can remove all multiples and 1 random artifact or land, add 10 tri-lands and 1 Evolving Wilds and cut 20 cards and I might have enough fixing still.
That's what I though as well but when they were played in 2 color aggro decks they often (~80%) could just have easily been one of the two basic lands. In maybe around 5% of the cases it was crucial that it could make both kinds and etb untapped. I also often noticed that in an aggro mirrormatch the deck with two or more Cities tended to lose due to losing at least 4 life to the Cities alone.
I must note though that most of my experience so far has been with sealed as during the holidays I played alot with only one other guy. I will definitely try it until Khans comes out and hopefully have some more experience with drafting in this configuration but so far I am somewhat disappointed.
Well sealed is a much slower format than draft so that somewhat makes sense. Drafted aggro is faster and often runs less lands so those fixers are really important. Sealed aggro tends to have a higher curve, bordering midrange, so the early fixing isn't quite as necessary.
i just noticed I said that wrong, what I meant was: "Also, even if I keep the multiples I might replace 4 Mirrodin's Core and a random artifact with a full extra set of Vivid lands as Mirrodin's Core isn't really good at fixing the turn it come into play."
But I am guessing your already figured that out. I am, however curious why you would consider it undesirable. Both cards have there up- and downsides and both have situations in which you wished it would be the other, but I don't think those situations are heavily skewed towards one of them. Would you rather replace 4 Terramorphic Expanse and a random artifact for a full extra set of Vivid lands or just don't bother at all?
All of those lands are bad at fixing the turn they come into play. What is important is how many turns in a row you need colored mana. I would say that terramorphic expanses are weaker than mirrodin's cores, but cores are weaker than vivids.
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My Cubetutor (draft 20 card packs, 2 packs.)
350, Peasant, Very Unpowered
I wanted to go to 400 for quite some time now and finally decided it was time. I cut 1 card of each color, 5 colorless cards and 1 for each guild:
Insane in your opening hand when you are on the draw but otherwise very bad.
Too much redundancy in blue evasion three drops and this was the worst one.
It was either this or Butcher Ghoul.
It was ok, but nothing more.
It was often just an Oakenform with the upside that if you play it once and you really needed it again it was there.
I really want a colorless sac-outlet but there isn't one that is good enough.
This is a card that keeps getting in and out of my cube. It pretty solid, but never insane. Might come back again.
Too low impact. Gut Shot
-Often weak, sometimes extremely powerful.
Butcher Ghoul > Quest for the Gravelord
I recently played a 1-drop cube and the Quest was an absolute beast and I was suprised at how easy it got three counters. Although Peasant is quite a different format the ease with which to aquire 3 quest counter should be the same if not easier. The ghoul was merrly ok most of the time.
I'd love to hear how this works out! Quest seems like it would be a lot of fun. I expect people to be wary of trading off insignificant guys to play around the 5/5, which would mean that you should be able to get in for more damage than you normally would.