NOTE: This thread is retired, but the spreadsheet still points to the updated version of the cube.
Hey guys, decided to post my list here to see if I get some feedback. I have a thread at ol' sally, but never got much feedback there, so I figured it would be good to post it here as well. I'll try to do something different then the thread there to try and leverage the knowledge and experimentation that seems to permeate this community, so my posts here might not be as thorough
List: Google Spreadsheet | CubeTutor | MTGSalvation Thread
The bulk of past information, pictures, and etc for my cube is at my salvation thread, but the cool data is in the spreadsheet. I try to keep them all updated, but changes might take a day or two to propagate between websites (because of laziness).
Overall Goals:
My goal as a cube designer is to create the most fun environment possible for my players to draft and play. Since this is basically what everyone wants, I'll list what composes a fun environment for my players so you guys can better understand what are my goals and constrains while working on my list:
Hey guys, decided to post my list here to see if I get some feedback. I have a thread at ol' sally, but never got much feedback there, so I figured it would be good to post it here as well. I'll try to do something different then the thread there to try and leverage the knowledge and experimentation that seems to permeate this community, so my posts here might not be as thorough
List: Google Spreadsheet | CubeTutor | MTGSalvation Thread
The bulk of past information, pictures, and etc for my cube is at my salvation thread, but the cool data is in the spreadsheet. I try to keep them all updated, but changes might take a day or two to propagate between websites (because of laziness).
Overall Goals:
My goal as a cube designer is to create the most fun environment possible for my players to draft and play. Since this is basically what everyone wants, I'll list what composes a fun environment for my players so you guys can better understand what are my goals and constrains while working on my list:
- Supporting as many archetypes as possible is a must. I want my players to explore as many crazy archetypes as they imagine and I want that every color combo has some possible archetypes under its belt.
- Players are playing for a regular cube draft experience, not for the skill testing. This means that they want to play crazy powerful cards, and getting beaten by powerful cards is part of their fun. My job here is to allow that, but to make sure that those cards don't win the game by themselves and that there are enough answers to go around.
- It is important that the environment is a good skill tester, be it in the drafting portion, or in deckbuilding, gameplay or sideboard. I have to reward players that draft and build a deck that follows a plan because that is what is going to make them better players and make the cube more enjoyable. (Basically, "come for the splashy cards, keep playing because you knew your effort was worth it")
- My cube is not a showcase of Magic's history. I don't feel obliged to maintain a powerful card if its not helping the environment. That is how Moat and The Abyss got kicked.
- I almost follow the singleton rule. Since the beggining I am playing an additional Armageddon instead of Ravages of War for budgetary reasons and mostly spite. Recently I added Pithing Needle #2 because I thought it would make a good addition. So far, my rule has been that I only include a duplicate if there is a different art so the players don't get confused in the draft portion of the game.
- We draft with 4 12-card boosters per player. This makes signal reading in draft more interesting and makes 3 more cards available per player. These additional cards make creating slots for sideboard cards easier, which also helps to fight overly powerful cards out of the sideboard or even having a complete makeshift in game plan to better suit the match. (Trivia: My cube has 576 cards because it is the number needed to support 2 6-players drafts)
- Boosters are made with one card of each color, plus a colorless, plus 2 guild and then filled with random cards. This not only ensures that there is a more even color distribution, but it makes dual lands more readily available (they are sorted in guild section).
- I like testing new cards out, so I have a test pool section with rotating cards that are always included in any draft pool. (Trivia: Always included in pools means that my cube could have 10 slots less and also supports 2 non-simultaneous 6-man drafts, making my last trivia less interesting).
- There is enough lands to go around and players value mana fixing high from booster 2 onwards. It seems that no player ever had a situation where his deck got shafted because of bad mana.
- I want more blue cards that play well in aggro/tempo decks that are not necessarily any good for controlish/midrange decks. I'm okay with taking down some 'get there' cards for controlish decks or maybe a finisher or a counterspell if it is what it takes.
- I feel like blue/red could use a more spell-oriented nature. Would love some ideas here.
- I will be always on the lookout for cards that scream "pick me first and draft aggro decks", as there are plenty of cards that say "Esper control is the way to go" already.
- If you know any comboish strategies that might play well in a cube in a nonparasitic way (is not completely linear and doesn't fully depend on a small subset of cards), I'd love to hear.