japahn's Cube List
http://www.cubetutor.com/viewcurve/4494
History
I've had this cube for around 5 years. It's been played quite a bit and has undergone a lot of changes. It started off as a bunch of good/interesting cards I had from my collection, which meant the power level was all over, and slowly morphed into a more cohesive list. For a while, I had weekly drafts with it and even documented the drafts in a blog, though lately I've played it mostly with my wife, though sometimes we manage to put together 5-6 people.
I have to say that from the first cube draft, running Plague Sliver into Second Thoughts, I've been completely hooked to the format, which brought me and a bunch of friends back to MtG. For more experienced players, I believe it's the best format ever.
Philosophy
This is the core philosophy, and these should guide the discussion.
High power level - Nothing against lower power levels, but this cube wants the appeal of playing historically good cards and powerful interactions. The second format I play the most is regular limited, so I want a contrasting power level.
Interactivity - Though non-interactive fringe decks are interesting to have (burn, mill, combo), the intention is that this is 5-10% of matches. There should be answers to any threat.
Each deck is unique - It's amazing how many different decks with different strategies have been in the history of MtG. Cube should provide a wide variety of decks so that each cube deck feels different and replayability is maximized.
Each game is unique - Cube games are memorable. I maximize the interactions between cards, versatility and unique effects for that. Manabarbs creates so many good stories that it's worth coping with its power.
Current state
This are characteristics that are NOT the core philosophy, so they can and have changed with time, though not lightly.
Singleton - This is a singleton cube, because I find it's more fair to ask people to remember "there is one of each card" than "there is one of each card, except there are 2 of A, B, C, D, 3 of E and F, G and H are squadroned and you can take 3 out of this binder after the draft". Elegance is important, and keeping it closer to a regular draft makes it much easier to get limited players hooked.
Flat power level - I don't run anymore cards that are traditionally considered unbalanced: power, Swords (though I did run Light and Shadow for quite a while), Batterskull, Jitte, Clamp, Show and Tell, Eureka, Wurmcoil, Recurring Nightmare and similar things. Auto picks are stupid, though it's hard to draw the line.
Few planeswalkers - More of a corollary to the previous point, I run few planeswalkers, and only to support archetypes that need it. Although it's improved a lot in the last years, planeswalkers are traditionally very strong, and, in my opinion, so good that they blank other card types in environments that are not blistering fast. Grillo put this in words much better than I can.
540 - I like variety, and I think that's about the highest I can get away with without diluting narrow strategies too much.
Mainly 2 and 3 color decks - For a long time, 2 was viable and 3 was greedy. I've increased the quality of the duals and with the Khans trilands, 3 is now as common as 2. Making monocolored strategies tier 1 is bad for variety and makes the environment too fast. Making 4 or 5 colored strategies tier 1 is also bad for variety, and makes the environment too slow.
Skill intensive - We play Magic for a mental challenge. My cube tries to mitigate luck factors (mana problems, unbeatable cards) and have cards with a wide range of efficiency and uses.
Archetypes
I've tried out strong built-in archetypes for a while and found that putting together decks was too luck dependent, and they also violated "each deck is unique". For these reasons, I stepped back towards mostly good stuff but keeping some of the most natural and least poisonous synergies in
However these are just additional options to the traditional aggro/midrange/control/aggro-control. I don't aim to make any colors faster or slower, to support a wider spectrum of decks. Even blue, traditionally control, has lots of tempo cards and evasive beaters. On the other end, red, traditionally a beatdown color, does overload on offensive creatures, has sweepers, and a midrange plan.
Problems
http://www.cubetutor.com/viewcurve/4494
History
I've had this cube for around 5 years. It's been played quite a bit and has undergone a lot of changes. It started off as a bunch of good/interesting cards I had from my collection, which meant the power level was all over, and slowly morphed into a more cohesive list. For a while, I had weekly drafts with it and even documented the drafts in a blog, though lately I've played it mostly with my wife, though sometimes we manage to put together 5-6 people.
I have to say that from the first cube draft, running Plague Sliver into Second Thoughts, I've been completely hooked to the format, which brought me and a bunch of friends back to MtG. For more experienced players, I believe it's the best format ever.
Philosophy
This is the core philosophy, and these should guide the discussion.
High power level - Nothing against lower power levels, but this cube wants the appeal of playing historically good cards and powerful interactions. The second format I play the most is regular limited, so I want a contrasting power level.
Interactivity - Though non-interactive fringe decks are interesting to have (burn, mill, combo), the intention is that this is 5-10% of matches. There should be answers to any threat.
Each deck is unique - It's amazing how many different decks with different strategies have been in the history of MtG. Cube should provide a wide variety of decks so that each cube deck feels different and replayability is maximized.
Each game is unique - Cube games are memorable. I maximize the interactions between cards, versatility and unique effects for that. Manabarbs creates so many good stories that it's worth coping with its power.
Current state
This are characteristics that are NOT the core philosophy, so they can and have changed with time, though not lightly.
Singleton - This is a singleton cube, because I find it's more fair to ask people to remember "there is one of each card" than "there is one of each card, except there are 2 of A, B, C, D, 3 of E and F, G and H are squadroned and you can take 3 out of this binder after the draft". Elegance is important, and keeping it closer to a regular draft makes it much easier to get limited players hooked.
Flat power level - I don't run anymore cards that are traditionally considered unbalanced: power, Swords (though I did run Light and Shadow for quite a while), Batterskull, Jitte, Clamp, Show and Tell, Eureka, Wurmcoil, Recurring Nightmare and similar things. Auto picks are stupid, though it's hard to draw the line.
Few planeswalkers - More of a corollary to the previous point, I run few planeswalkers, and only to support archetypes that need it. Although it's improved a lot in the last years, planeswalkers are traditionally very strong, and, in my opinion, so good that they blank other card types in environments that are not blistering fast. Grillo put this in words much better than I can.
540 - I like variety, and I think that's about the highest I can get away with without diluting narrow strategies too much.
Mainly 2 and 3 color decks - For a long time, 2 was viable and 3 was greedy. I've increased the quality of the duals and with the Khans trilands, 3 is now as common as 2. Making monocolored strategies tier 1 is bad for variety and makes the environment too fast. Making 4 or 5 colored strategies tier 1 is also bad for variety, and makes the environment too slow.
Skill intensive - We play Magic for a mental challenge. My cube tries to mitigate luck factors (mana problems, unbeatable cards) and have cards with a wide range of efficiency and uses.
Archetypes
I've tried out strong built-in archetypes for a while and found that putting together decks was too luck dependent, and they also violated "each deck is unique". For these reasons, I stepped back towards mostly good stuff but keeping some of the most natural and least poisonous synergies in
- Graveyard (UBG)
- +1/+1 Counters (WGR)
- Sacrifice (BRG)
- Artifacts (UR)
- Spells matter (UWR)
- Lands (RG)
- Enchantments (WBG)
- Tokens (WR)
- Skies (WU)
- Burn (R) - minor
- Reanimator (UB) - minor, subset for Graveyard
- Blink (WUr) - minor
- Reanimator (BU)
- +1/+1 Counters (GWR) - strong theme
- Sacrifice (RBG)
- ETB (WRG) - strong theme
- Artifacts (UR)
- Spells matter (UWR)
- Burn (R)
- Lands (RG)
Problems
- I'm satisfied with the variety of decks that are successful running these basic strategies, but I've had trouble balancing that with the synergistic strategies listed above. It seems like they get either unbeatable and warp the format or tier 2.
- As skill intensive as cube is, I feel like playing a cube match consumes 10x the brain power of a limited match. I get more tired with 3 cube matches than 7 rounds of limited, and while this is alright to me, the complexity is intimidating to newer players, and the fatigue is much worse for them. My cube is extremely non-NWO. What are your opinion on this? Is it a factor for you? How to keep the decisions interesting but have fewer of them? I already avoid cards like Lim-Dul's Vault and Sensei's Divining Top for this reason.
- WRG contain the strongest synergies (+1/+1 counters and ETB). I haven't been able to spread non-poisonous synergies more evenly into U and B (though with the new Origins cards, UR artifacts has been very promising).
- The balance between aggro, midrange and control is hard to find. I think everyone struggles with that, but whatever tips you have to measure and deal with it are welcome.