I'm going to start off the my cube thread like below, and fill things in as I have time. I've just put this off for far too long and need to get something out there -- I imagine my cubers are getting impatient with the cube rework by this point...
As some background info, my perspective largely pulls from my interests in cognitive and behavioral psychology, evolutionary systems, and a love of making games since I was a wee kiddo. I unfortunately don't have the competitive experience many here have, playing largely Limited at FNM's for the past year or so. I do have some understanding of what kinds of metagaming goes on at high levels of competitive sports in general, but Magic has LOTS of intricacies I've yet to discover. In the end, I have a playgroup that probably falls right in the middle, bringing in folks from a couple steps in either extreme of the MTG experience spectrum.
My plan is to take the 20+ pages of notes I have on some of these topics, and translate them into guidelines as I decide what archetypes, and subsequently what cards, should be built into the cube. I guess you can think of this as my pre-process to listing out the 10 guild archetypes. Feel free to comment and add discussion posts as you see fit. I think I need this thread as a way to sort out my thoughts with the greater community and may keep this post as an ever-evolving outcome of that discussion. More to come!
Cube Design Philosophies
Mulligans/Hand-crafting
Combo
Card Advantage
Removal
Thoughts on ... "Resistance vs Immunity"
Aggro
Lands Section
Role of Artifacts/Enchantments
Theater Counterplay
Multifaceted Game Plans
"Playing the Opponent"
"Decks, not Cards"
"Games, not Matches"
"Risk as a Resource"
Fun vs. Competitiveness
Tension/Emotion in Drafting
Tension/Emotion in Game Play
Accounting for Limited's Shortcomings
Thoughts on ... http://riptidelab.com/forum/threads/archetypes.874/#post-41011
Drafter/Player Education
EDIT: Removed the spoilers for now. Will add them back to sections if things get unwieldy.
As some background info, my perspective largely pulls from my interests in cognitive and behavioral psychology, evolutionary systems, and a love of making games since I was a wee kiddo. I unfortunately don't have the competitive experience many here have, playing largely Limited at FNM's for the past year or so. I do have some understanding of what kinds of metagaming goes on at high levels of competitive sports in general, but Magic has LOTS of intricacies I've yet to discover. In the end, I have a playgroup that probably falls right in the middle, bringing in folks from a couple steps in either extreme of the MTG experience spectrum.
My plan is to take the 20+ pages of notes I have on some of these topics, and translate them into guidelines as I decide what archetypes, and subsequently what cards, should be built into the cube. I guess you can think of this as my pre-process to listing out the 10 guild archetypes. Feel free to comment and add discussion posts as you see fit. I think I need this thread as a way to sort out my thoughts with the greater community and may keep this post as an ever-evolving outcome of that discussion. More to come!
Cube Design Philosophies
Mulligans/Hand-crafting
Combo
Card Advantage
Removal
Thoughts on ... "Resistance vs Immunity"
Aggro
Lands Section
Role of Artifacts/Enchantments
Theater Counterplay
Multifaceted Game Plans
"Playing the Opponent"
"Decks, not Cards"
"Games, not Matches"
"Risk as a Resource"
Fun vs. Competitiveness
Tension/Emotion in Drafting
Tension/Emotion in Game Play
Accounting for Limited's Shortcomings
Thoughts on ... http://riptidelab.com/forum/threads/archetypes.874/#post-41011
Drafter/Player Education
EDIT: Removed the spoilers for now. Will add them back to sections if things get unwieldy.