An exciting new card does not necessarily have to be a bomb like a Deathrite Shaman to have an impact. It doesn't even need to be a good card sometimes! Occasionally they will print something you have seen the likes of before, something seemingly awful. The first time you see such cards you wonder why they bothered wasting the ink and card. The second time you just ignore it because you know how useless it was the first time round. Eventually they print another version and you have enough of these similarly useless cards to do something powerful with.
Tasseled Dromedary is the card of which I speak. It is unplayable in limited and standard but it might have a place in the cube, even in modern! In combination with effects that make creatures deal damage equal to their toughness suddenly a one mana 0/4 does a lot of work. Between Assault Formation and Doran, the Siege Tower there is enough redundancy of enablers that you could build a deck around the idea. With all the recent Tasseled Dromedary variants you have a good deal of redundancy on the other side of the combo too.
Although not something you would want to support in a drafting cube due to having too many weak and narrow cards a Tasseled Dromedary deck seems viable in a cube setting. For various constructed style cube formats you could do such a thing fairly easily. I also find building a cube version of a deck to be a useful exercise when looking to build it in other formats. If you can do it in cube there is a good chance it will work elsewhere as singleton formats are harder to abuse the synergies in magic with. Here is my list for the Dromedary deck for cube.
25 Spells
Lagonna-Band Trailblazer
Tasseled Dromedary
Yoked Ox
Disowned Ancestor
Treefolk Harbinger
Tireless Tribe
Mother of Runes
Sylvan Safekeeper
Duress
Thoughtsieze
Vampiric Tutor
Birds of Paradise
Carapace
Deathrite Shaman
Path to Exile
Eland Umbra
Tower Defense
Assault Formation
Nyx Fleece Ram
Spellskite
Grizzled Leotau
Doran, the Siege Tower
Yawgmoth's Will
including these and as much fixing as possible
Forbidding Watchtower
Horizon Canopy
Murmuring Bosk
Let us now look at a more relevant iteration of the deck as it could look for use in modern. While we lose a lot of the tutoring and powerful utility we have in cube we lose none of the key components of the deck. By being able to run up to four copies of everything the deck becomes vastly more consistent. It does also mean you need to be far more ruthless in what makes the final cut. I need a disclaimer here as I have not tested this list at all and there are several ways you could go with it as well as loads of refining for the metagame.
40 Spells
4 Path to Exile
3 Thoughtsieze
3 Inquisition of Kozilek
4 Treefolk Harbinger
4 Lagonna-Band Trailblazer
4 Disowned Ancestor
4 Tasseled Dromedary
3 Yoked Ox
4 Spellskite
3 Assault Formation
20 Lands
3 Horizon Canopy
3 Murmuring Bosk
1 Forest
1 Plains
1 Urborg, Tomb of Yawgmoth
1 Temple Garden
1 Overgrown Tomb
2 Godless Shrine
4 Windswept Heath
1 Verdant Catacombs
1 Blooming Marsh
1 Concealed Courtyard
One of the bigger challenges with this deck concept is the awkward way it curves. If you make a one drop 0/4 then it either does very little turn two or you pretty much waste your turn two making Assault Formation. It is much more potent to wait till turn three to make the Formation or Doran having made multiple 0/4s on the previous turns.
In a lot of ways I wanted to run Birds of Paradise and Noble Hierarch in the deck so that you can curve out perfectly but the deck needs the black discard and so instead I went heavier on that plan. By including the mana creatures you run low on space and have too few threats and too many weak top decks with all the discard you need. If I was to play the mana creatures I would look to offset their poor attacking prowess with creature buff effects like Tower Defense. One of the strengths of this list is that you negate cards like Lightning Bolt and Electrolyze and adding in mana creatures turns them back on for your opponents.
Another huge advantage to going rogue in a format like modern is that you negate a lot of the testing and preparation of other people. You can win a lot of bad matchups simply from your opponent not really knowing how to play against you. As modern is such a diverse format preparation is very important. For it to be worth playing a rogue deck you have to put in the testing hours. You need to know how all the matchups work and you have to craft a well thought out sideboard. There is no point negating the preparation of your opponent if you don't do a whole load yourself! If like me, you love to tweak and brew your own special decks then this direction could be for you.
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