Mittwoch, 17. Juni 2026

Sealed Cube S0, E4: fourth deckbuilding round

This pool has so many solid white cards, and limited numbers of very strong arguments to play anything else, that I'll go with a White deck splashing some green. For the first time I will impact the quality of any secondary deck built from the remaining cards in the pool by splashing Fireball off of two two-color lands, a spellbomb horizon and multiple mana creatures that can make red mana.

The rightmost column of cards has the realistic sideboard candidates.

The curve is relatively low, so I'll go with 16 lands plus spellbomb. One mountain for the splash leaves place for an 8/7 or 9/6 split. As I need green for my mana fixers, and have two colorless ways to access white mana (Signet and Spellbomb) I'll go for 8/7. The two color lands both don't give me white so I will count them like forests and add 8 planes and 5 forests.

The remaining cards promise an exciting ride for a deck with a very aggressive low curve, but complicated by three colors overall with several double color 4-drops. It will be interesting to see how often this attacks quickly and all-out, and how often it stutters on mana.


I have 13 red mana symbols, 12 black and 7 blue. The aggressive creatures are all black, though, so I will be greedy and play 16 lands: 7 swamps, 5 mountains, 4 islands.

A test match ran closer than expected. In game 1 on the play Angel of Mercy took the win after Bonds of Faith denied a fully paid-for Basalt Gargoyle the option to block it. Game 2 starts with a long control battle and hardly any creature sticking on either side. However, Viashino Fangtail keeps pinging from under Bound by Moonsolver, and the sideboarded Ember Gale takes it for 4b RBu. The decider again goes back and forth quite some time but Territorial Batterskull and Vengevine stick and win it for another win of the a against the b deck from the same pool.

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