General CBS

Chris Taylor

Contributor
Creature lands I like enough to just try and make more obvious:
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There's only one land I've ever had to cut because it was ruining players day by just blundering into it:
 
I think its about activation cost for the effect/how much the effect is naturally signposted during the game. Like, I've never had a bad beats story involving Celestial Colonnade - someone looking at six untapped lands is going to expect something, and hopefully then looks at the number of cards in hand and any effects on board for ways to spend that mana (And if they don't, well that's a learning experience they really ought to have if they're looking to keep playing Magic - interaction on your opponents turn is pretty core to the game).
On the other hand, as a newer playerMishra's Factory absolutely got me - activating it with it's own mana to save a threat from an Edict. I think that Colonnade is the (marginally) stronger cube card of the two, so it's not a power-level thing. It's a 'radar' thing.

Like, Maze of Ith, despite the lack of activation cost, probably isn't sitting in the same pile of lands as the ones getting used for mana - it's hard to forget about because it's only for removing things from combat. Phyrexian Tower OTOH is very easy to miss because it sits there tapping for 1 until suddenly it needs to produce BB and throws your opponent's maths off. Maze of Ith will probably be more 'impactful' over many turns in the average board-focused game, but it won't be a gotcha in the same way. Obviously both can lead to feel-bads though.

I've never seen any of the Innistrad utility lands be an issue in that way back when I was regularly drafting INN with totally new players, so Vault is probably okay. Likewise the BFZ/OGW manlands, though the Vent is one of the more annoying ones in that cycle (Fumarole is the worst just for the rules arguments with people who don't understand the stack, Vent is just frustrating to race).
 
When you play with beginners, just be extra kind. In certain situations, remind them that you have something on board. Or ask them if they're sure when they are about to do a obvious huge misplay, so they get a chance to rethink before they ruin another game for themselves.
 
Cool video by Caleb Gannon on his approach to drafting Vintage Cube. I've been watching a lot of his stuff recently just to get a glimpse of that environment and there are some cool ideas he dives into here that seem like a nice benchmark when evaluating design for higher power levels like this. Establishing the dichotomy between being proactive and reactive relative to the established gameplay patterns in an environment is a good listen. Adding Glorybringer back into my cube ASAP.

 
What’s the best and most recent Card Conjurer?

I know they get shut down from time to time and we need to keep finding the new one, yeah?

Thank you
 
Anyone with thoughts or suggestions on nonland singleton breaking? Specifically, I'm not sure why I'd want 1 vs 2 vs 3 vs 8 of the same card.

I have 10 Talismans and an Everflowing Chalice right now. Why not do 11 Chalices instead?

Fatal Push is a really efficient removal spell that can't hit Eldrazi, so maybe I run 6-8 of those?

I'm being hyperbolic, but that's the difficulty I have with it. Things get hard for me as soon as I lack some structure. I've used some rarity-based nonsingleton structures, but I haven't fully liked that, either.
 
Singleton has the advantage of sending the signal to the drafters that there is only one card so if ‘you’ pass it along to the next player, you might never get that card.

Singleton but with different art has the same advantage only if players know the cube very well. It’s a softer version. If you see a card, you know that card will not come back but another art version might show up. It’s kind of like normal drafts in this way except with the promise that there in fact are exactly 2 copies of a card. As an example.

Breaking singleton only makes sense for me when the card benefits in multiples. But that is just for me. For other people breaking singleton might even be the norm. If you make a completely new game with different rules or whatever.

If I were you I would choose to go into a certain direction and make sure the players know what is going on. Either singleton or exactly two copies of each card. Or singleton but break that rule for 100 Ornithopters. Communication with the players is the most important.
 
Anyone with thoughts or suggestions on nonland singleton breaking? Specifically, I'm not sure why I'd want 1 vs 2 vs 3 vs 8 of the same card.

I have 10 Talismans and an Everflowing Chalice right now. Why not do 11 Chalices instead?

Fatal Push is a really efficient removal spell that can't hit Eldrazi, so maybe I run 6-8 of those?

I'm being hyperbolic, but that's the difficulty I have with it. Things get hard for me as soon as I lack some structure. I've used some rarity-based nonsingleton structures, but I haven't fully liked that, either.

I guess, break singleton if it's fun. I know people have done multiples of stuff like moxes in powered cube which I think makes sense, since in formats with power you'd expect both players to have moxes.
 
Gravecrawler is the perfect storm imo:
-deck's more consistent with multiples of this effect ("easily recurred 1 drop" goes a long way to set up Goblin Bombardment or Blood Artist or whatever)
-there's not any other card that's nearly as good on rate (sorry Cult Conscript, and Dread Wanderer is even less close)
-works together well with itself (you need a zombie, and what's the best one-drop Zombie you got? sorry Cryptbreaker)

Broadly, those are the three reasons to do it in a "normal" (i.e. not 100 Ornithopters) cube to me

...Give or take the fourth, "might as well not run functional duplicates" (Llanowar Elves, Wildfire, Incinerate, etc)

In specifically the Talismans vs. Chalice case, I'd consider:
-do you want players to have easy access to colorless color-fixing?
-do you want players to have easy access to Sisay's Ring / Dreamstone Hedron / etc. levels of Large-Chalice mana?
-are there counter payoffs to make Chalice get proliferated upwards or in some other way reward you for that?
 
I broke singleton on Noose Constrictor because it's an important support card in green for multiple archetypes, and I wanted two copies of that more than I wanted one plus a Wild Mongrel. I wouldn't feel bad about bumping it to three copies if the cube needs to get larger. I similarly have two Bloodsoaked Champions because the humans want it, the aristocrats want it, the self mill deck likes it, the aggro RB deck likes it, etc. I could have chosen a singleton of one of the other similar cards (and in fact I do have a Cult Conscript as well), but I like that card's fit because it's human. I'm thinking about adding another Sterling Hound, because it's my favorite serviceable artifact creature to help somebody increase the reliability of their list a bit, plus some of the archetypes love the surveil 2. I wish I had a 2 drop artifact I liked that much, because I'd probably double up on that as well.

I broke singleton on Lightning Strike and Oblivion Ring because most drafters in that color will want it, and it's the simplest version of the effect.

I've been running multiples of all the lands in the cube, because I don't see any reason not to. I can pick two Evolving Wilds or Tranquil Cove in a retail draft, so I don't see a problem with getting two Fabled Passages or Tundras in a cube.
 
Anyone with thoughts or suggestions on nonland singleton breaking? Specifically, I'm not sure why I'd want 1 vs 2 vs 3 vs 8 of the same card.

In short: it's a novelty.

It's part of the "meta" of Cube, the built-in expectations of the format propagated by its biggest zealots. That's not inherently a good or bad thing, but it can be limiting. Restriction breeds creativity, but that doesn't mean it's the only source of creativity you can mine.

I think it's a nice novelty, and like @Velrun said, it communicates a lot to players without spending the time to spell it out in the pre-draft conversation. Knowing there's only one of every card gives everyone an even more even playing field and lets everyone make better decisions without having to know the exact contents of the Cube. But the value here isn't hugely meaningful. It's nice, like I said. I think it communicates a lot to see two Noose Constrictors or Gravecrawlers in the first pack as well, and subverting expectations can be powerful and interesting.

I think a lot of popular Cube restrictions / lines in the sand are suffocatingly arbitrary. A Cube really isn't "powered" just for including Time Twister, yet that card automatically triggers that flag where Contract from Below does not. I've seen myriad "peasant" Cubes powermax in bizarre ways with cards like Mana Drain, Ancient Tomb, and Demonic Tutor or cards that were never intended as uncommons in their proper environment like Bladewing the Risen or Thryx, the Sudden Storm. It's a technicality that kind of undermines the spirit of pauper.

When I first started my Cube, I refused to use anything that was a functional reprint, since I thought that was most in the spirit of the format. I no longer follow that, but I think for many, that mentality of doggedly setting parameters without appreciating their impact on the gameplay and fun defeats the purpose of Cube, which is supposed to be a custom draft format. You make the rules, you make the card list. I think you should make it as grokable and accessible as possible -- let the foundations of draft / the game of Magic handle most of the complexity. But otherwise, when you're making your Cube, set out your goals and let your parameters guide everything else.

For me, I like singleton aesthetically and to help communicate the point of Cube to those newer to the format. As such, I only break singleton where it's most amusing to my playgroup and me: for our European Swallow / African Swallow Birds of Paradise. Gameplay-wise, I'm pretty happy to have two of the effect in my 720 card list anyways.
 
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