Here's my contribution. I've had little time to test, but its fun. Noble Izzet (prototype)
April 12, 2012 9:34 p.m.
This game 'type' keeps changing so fast according to the certain combos that take place in here that it really is quite amazing that everyone is keeping up, lol, this is what i call a really community...
April 12, 2012 10:31 p.m.
Surprised no-one has done this yet. Heres my possibly broken deck:
April 12, 2012 10:37 p.m.
montazum10 says... #5
deck:arachnus-spinner-noble
Heres an honest, non-broken spider deck that can get the beats in one way or another.
April 12, 2012 10:42 p.m.
HAHA! I'll keep trying to make the Pili-Pala combo work on turn three dam it, here's my latest take: Noble Heart
April 12, 2012 10:56 p.m.
I mean, it works on turn three fine, just not consistently. It's actually arguably more consistent than plenty of other ones because one combo piece is colorless. The problem here is you have to play 3 pieces, so it's super hard to get it out on turn 3 if you don't have all the pieces initially.
April 12, 2012 11:12 p.m.
Update! Noble Titan
Turn 3 Titan is now a go. 10 1CMC ramp with 10 2CMC ramp - who knew Noble could be so broken?!
He fetches fun stuff like:
2 Teetering Peeks for a 10-point swing (may move this to 4 if it's strong enough, pretty consistent turn 5 kill)!4 Haunted Fengraf to recur him should he die4 Cloudpost-family lands to ensure that your Fanning the Flames is big enough to outright kill opponents1 Bojuka Bog to hate on the yard as early as turn 3!
I think this is probably a Tier 2 deck due to lack of disruption. Combo decks just ignore you while control decks laugh at your ramp, and aggro probably doesn't even notice what you're doing, they're drooling over the topdeck possibilities when you haven't interacted with them by turn 3. At least the Titan can fetch a little lifegain, can't say the same for disruption...
April 13, 2012 12:52 a.m.
One more idea: Why not make Command Tower work with the Noble to help out multicolor decks? There are no good multicolor lands which don't CIPT at common - this would give the format an interesting shot in the arm, but may be too good as it favors stuff like this beta I'm working on:
April 13, 2012 2:42 a.m.
Minousmancer says... #10
mandroid where does it say you can't use Command Tower?
April 13, 2012 4:16 a.m.
There is no Commander in this format.
Here is the relevant ruling taken from above:
"Deck ConstructionNoble decks may include:
One rare or mythic rare card. This is your Noble card.
The Noble card must be rare or mythic rare."
And then the FAQ above:
"Q:Does Command Tower produce mana of the color(s) of my Noble Card?
A: While Command Tower is legal in this format, since there is no "Commander", the land does not produce any mana when tapped."
My argument for making that a workable land is that it would diversify the format and make more good decks that were being held down by the horrible nonbasics that are at common viable and competitive.
The best counterargument I can think of is that card costs between 1 & 4 dollars, and since this is designed top-down to be a casual format where people don't have to spend tons of dough, making that card legal would stratify the player base into those who could play every deck since they can buy Command Tower and those who are stuck playing decks that are viable without playing command tower for whatever reason (monocolored, splashed Noble, etc...)
Kind of ironically, the cards which are good here also do well in competitive decks in multiple formats, and can sometimes pump the price up a little (You want FOW? you'll be paying a lot), but it's defenitely contained by the fact that there's only 4 uncommons allowed, so it's only the really old commons which are worth lots.
April 13, 2012 4:39 a.m.
Minousmancer says... #12
I know it wouldn't do anything but you could still play it. The way it is set up now is simple, it works and if you need more than basic land to produce mana? There are tons of artifacts, creatures, and there is still always the Shimmering Grotto option.
April 13, 2012 4:56 a.m.
I don't think you should be allowed to use Edric or Animar or any of the commander set guys. They were made for commander, so if you want to use them, go play EDH. Here we take some legendary creatures, but mostly other rares, like enchantments or artifacts or creatures.
April 13, 2012 6:24 a.m.
Another beat down deck that will be fun but probably lose a lot.
April 13, 2012 7:25 a.m.
"I don't think you should be allowed to use Edric or Animar or any of the commander set guys. They were made for commander, so if you want to use them, go play EDH. Here we take some legendary creatures, but mostly other rares, like enchantments or artifacts or creatures."
Hey good for you, but they're legal in eternal formats where you have access to the plethora of sets available. That means it's legal here too. It's not broken, so it's not banned, and you don't have to play against my Edric deck if you don't want to. I'm going to play what I want when I want, and I'm going to build whatever I want to appease the designer inside of me.
Here's the list of formats Edric is legal in to give you a little reference to his power level:
LegacyVintageFreeformPrismaticTribal Wars LegacyClassicSingleton 100Commander
April 13, 2012 11:53 a.m.
"I know it wouldn't do anything but you could still play it. The way it is set up now is simple, it works and if you need more than basic land to produce mana? There are tons of artifacts, .creatures, and there is still always the Shimmering Grotto option."
As has been talked about often in the theory of Cube design - the decks which are hurt the most by the lack of good non-basic lands are actually aggro decks. It forces them into one color with maybe a splash in order to play their spells on time. Control isn't impacted as much because their spells are generally powerful enough that it doesn't hurt too much to take a turn off to ramp/fix with a signet. You're getting that turn back when you launch a 4CMC spell on turn 3. Making Command Tower work would help aggro more than other archetypes. As is, sure you can play it, but it makes no mana, so it literally does nothing. Relevant ruling taken from the Command Tower Gatherer page.
In formats other than Commander, Command Tower's ability produces no mana.
April 13, 2012 11:57 a.m.
KorApprentice says... #17
Yes, all of the commander set rares are legal as your Noble. No, Command Tower will not produce mana.
April 13, 2012 12:21 p.m.
Holy crap, I just looked at that PDF Crivaro, that is awesome!!! Great job man, I can't wait to see the art for the site!
About the talk about the ban list getting too long: If this format takes off I wouldn't be surprised if it's ban list is the longest in any format. Most of the reason is the combination of the consistency of the Noble: You always have access to your Noble, so your crucial combo piece, your amazing enabler, even if it's just the best card in your deck, it's always there GTG. In the case of some it's nearly impossible to stop the Noble under certain conditions (See my Loam and Gargadon decks).
Also the difference between this and EDH in regards to the consistency of Noble/Commander is that these decks are allowed 4 ofs in a 60 card deck and EDH is singletons to prevent too bad of shenanigans.
April 13, 2012 1:43 p.m.
Also if you have a 1 drop Noble you're getting an impressive benefit which didn't occur to me at first of being able to not play any 1 drops if they don't stand up to the 2 drops available to you. Since 2 drops are generally stronger, you're getting a stronger draw all game.
April 13, 2012 1:45 p.m.
I wish we could edit old posts, sorry to drag out this thread guys, it's why we need to get the forum up and going.
Training Grounds Noble.dec 2.0
Muddle the mixture now tutors for every piece of my combo.
4 Rolling Thunder to hurt aggro while buying time to find the pieces
1 Pyromantics to slide by control after I build infinite mana
4 lotus petal + 4 simian spirit guide for fast mana
4 probe + 3 Street Wraith for burning through the deck.
Turn 3 kill on a good draw, probably more often turn 4-6 combo kill, but if all your pieces aren't there in time you can wrath with Rolling Thunder to buy a little time to get the last pieces for a 6-8 kill (probably won't happen too often).
April 13, 2012 2:36 p.m.
Sorry if this has been asked before, but why don't you add a rule that says:
If your Noble is killed it is sent back to the command zone, although next time you play it, 1 colorless mana is added to its cost. If your Noble is exiled it is removed from the game permanently unless a card says otherwise.
Also, Naya Noble
April 14, 2012 1:40 a.m.
Basically that's not a rule to stop the Noble from dominating the game. The idea is that the Noble will still make a huge splash in the game because it's usually the best card in the deck, but it can be removed as any other. It highlights the power of the commons really, while not constraining decks to be relegated to just support for the Noble.
April 14, 2012 2:13 a.m.
Ok, i was just wondering, although, maybe if this becomes a real MTG format, Wizards will make a Noble set and have a card that allows you to bring back your killed Noble. I mean, just a thought.
April 14, 2012 2:26 a.m.
BrokenZygoma says... #25
Rakdos Noble Just finished it. Came together way better than I expected.
mandroid says... #1
Also attempted a build on Earwig Squad:
Noble Earwig Squad
April 12, 2012 9:15 p.m.