Building this from scratch, help plz.
Basic parameters:
- Primarily for 1v1 grid drafting (like a smaller cube) for quick pickup games (like a battle box but designed for drafting)
- 18 packs of 9 cards = 162 cards. The nature of grid drafting helps with variation and the list can change constantly anyways. Could go up to a more aesthetically pleasing number.
- Probably peasant (commons + uncommons only) as a base, just to keep it easier to track down cards at whatever stores if necessary. Certain rares (lands in particular) are probably fine. Less of a budget thing and more of a "reducing the amount of cards I need to look at."
Other notes:
- Gonna be the test for the all-velocity-cards cube concept. Cards changing zones constantly, lots of modal cards, etc. From my main cube thread:
Basic parameters:
- Primarily for 1v1 grid drafting (like a smaller cube) for quick pickup games (like a battle box but designed for drafting)
- 18 packs of 9 cards = 162 cards. The nature of grid drafting helps with variation and the list can change constantly anyways. Could go up to a more aesthetically pleasing number.
- Probably peasant (commons + uncommons only) as a base, just to keep it easier to track down cards at whatever stores if necessary. Certain rares (lands in particular) are probably fine. Less of a budget thing and more of a "reducing the amount of cards I need to look at."
Other notes:
- Gonna be the test for the all-velocity-cards cube concept. Cards changing zones constantly, lots of modal cards, etc. From my main cube thread:
If most of the cards in a cube can be played at multiple points on the curve to help minimize land-related-variance, does that actually play well?
Ie. Bestow, Cycling, (Multi-)Kicker, Flashback, Madness, pitch spells, Transmute, Forecast, Dredge, Retrace, Buyback, Landfall (to a lesser extent), etc.
Also cheap spells that have lategame relevance; Ponder/Preordain/Brainstorm, removal, evasive dudes, charms, looters, Scavenge, etc. Cheap creatures with activated abilities.
Pretty much if all of your cards give you the option to do something with them when you are mana-light and can still be mana sinks when you flood, does the quality of gameplay improve? Or do the games suck because we have a bunch of inefficient spells/creatures? Density of meaningful decisions vs. having a bunch of meaningless decisions, flexibility vs. efficiency, cards that are good vs. cards that suck but have a lot of keywords, etc.
Aka how much durdling can you disguise via sheer velocity before people catch on?? What does an aggressive deck look like in this context?