Goblin Game

Now I'm trying to think of cards that grant alternate costs rather than having them, but I'm drawing a blank on appropriate ones for this list.
It could be a cool way to let any card have an additional "Weaker when you don't have fixing" mode. Sadly, so many are post-FIRE designs that are just way above rate, or let you repeatedly cast the same spell and break your carefully curated approach to card advantage.

It's a shame Jhoira hard requires blue - she was the one that inspired this line of thought. There's probably something in the Doctor Who UB stuff that's similar, but again, post-FIRE.
Oracle of Bones? Invoke Calamity? Spellbinder? Galvanoth? Mindclaw Shaman?

Edit: Treasure Keeper might be a cool Eggs enabler?
 
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Invoke Calamity is definitely an interesting callout. Right now I'm playing Mizzix's Mastery as a similar card and it has been a big crowd pleaser, could definitely see also including Invoke as a secondary version of that effect. I try not to include too many ways to "cheat" on off-color costs without drafting the proper fixing, but I like having a bit of it here and there. Coolest one of these in the cube besides mastery is probably Fires of Invention, folks stumble over drafting it most of the time because they misunderstand how many things it can do but when it comes together here it's so sick.
 
Yeah I have thought about this card. It is a very cool dream although based on my drafts so far I think paying WUBRG is nearly impossible, so it would probably mostly just get played as a ramp target.
 
Thoughts on some recent adds


It's important to strangle the hell out of artifact removal rate here so that Shatter can be an insane bomb. Cool with Junk Diver et al. Thematically spooky. Who is the metal stranger.


Really bad card.


You can imagine a world where Rummaging Goblin is really good. You can construct your own reality you can enact pure bleeding vision.


Cute manafixer that maybe gets your Myr Galvanizer or Myr Retriever if you're a lucky girl. Cool looking guy. I wish the stats were worse. 2-for-1s are inherently insane here.

Also gonna test Pia's Revolution and/or Scrap Mastery but I fear they may be completely broken.
 
Some further thoughts on gameplay

I'm very proud of the way that this cube plays in a way I'm not sure that I've felt about any other project. I made a lot of big bets during the design process that all of these like stacked gimmicks, the no deckbuilding, the tight curation of numbers on cards, the nonred cards with red modes, would all come together and form a coherent and exciting draft format and I was shocked that it all just kinda worked on the first draft and I've only had to make minimal changes since then.

I've described the games in this cube as "slow until suddenly they aren't and someone dies". Games are "long" in that they take a lot of turns to finish, but since so many of the cards are very simple, the turns go by quickly and games generally don't take up a bunch of clock time.

The cube is all about choosing between 2-3 similar but appreciably different options every turn, which is my favorite thing to do in card games. Games begin as absolute bare bones fundamentals magic, chipping away at each other with dinguses and making classic magic combat decisions. Do you attack your Pikers into their Myrs? Do you trade your Goblin Tinkerer for one of their rocks or save it to beat Obelisk of Alara? Do you spend a Shock as removal now or try to go face later? Then the late game comes around and suddenly players are dropping insane haymakers that completely dominate the board, life totals get tight, and then you're dead from 2 Shocks and a Hammer. There's a really exciting ramp up from the straightforward small ball early game and the wild swings that happen once someone casts Aggressive Mining or reanimates their Greater Sandwurm.

The thing that I think is most successful about this cube, and the thing I would most want other folks to take away from this project and apply to their own designs, is the absolute devotion to controlling the numbers that get to be on the cards. I wanted this to be a cube about the numbers 1, 2, and 3, and making the distinction between them feel meaningful. Not allowing red creatures to have arbitrary big stats and aggressively curating the list around this means that players are always forced into making tight decisions. If you want to kill a thing with 4 toughness and your deck can't cast Expunge, you have to make risky plays in order to make progress. How can I get them to block this Piker with their Barkhide Mauler so I can finish it off with Shock? When is that 1-for-2 worth it? Do I want to trade my Mogg Fanatic for one of their 1 drop shitters so I can get in with my Pikers, or is it better to save it for later? And on and on and on. These sort of heuristic-driven gambly decisions are the type of thing I really love about this game and Goblin Game distills that gameplay down to its bare essentials. Every game I play in this cube I'm like hunched over the table staring the board down completely locked in and trying not to give too much away. It's fucking awesome.

One of my many motivations for this project was an ongoing frustration with stat creep in magic. I feel like WotC has just completely lost the plot on what numbers can go on cheap cards to the point that it feels like it just doesn't even matter anymore. Sure man here's a 2 mana 3/3 for 1G and it's not even that good. Who gives a shit. We often joke about how miserably shitty old creatures were, but I think people lose sight of the fact that they used to tightly control the stats on cards for a reason. They were trying to keep the game from spiraling out of control into oops my 1 drop is also a late game threat that fucking kills you. When the game becomes about that I think you lose a lot of clarity in the baits and bluffs that make combat in this game so fun. I would really encourage folks to take a look at their cube lists and ask themselves what they think a reasonable number is to put on a card of a given mana cost, and see how many cards just arbitrarily violate that constraint. I think the on-the-board gameplay of a cube can benefit immensely from being a complete freak about the numbers in the bottom right and top right corners of the cards. Of course, taking a gamble on calculating risks and playing the odds is thrilling in card games—much like checking out a betmatch casino promo code when looking for an extra rush outside of the match. :)
I also really like the way you describe the pacing. That “slow until suddenly they aren't” dynamic sounds like it gives the games a proper arc, rather than every turn being equally explosive. The early-game decisions still matter because they determine how well you can survive once the bigger effects start coming down.
 
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Damn, this cube is sick as hell. I'm late to the party here, but I read about it and I'm all in. It's really tempting to build this and run it if I ever get exactly 8 people. What length of time does it take to draft this? Presumably it's a little faster than a more traditional cube draft.

I agree completely with your sentiments about the ways MtG design has gone off the rails. It makes me want to go through my cube with a better level of self-discipline and ruthlessness and excise some of the power creep that I've allowed. It's hard, because cards that do a lot are really neat and offer a lot of possibilities, but having card advantage and above rate stats stapled to everything really does create its own set of serious problems.
 
I hope you give it a shot! Yes I would say that a draft of this cube is a bit faster than a normal draft. Less cards drafted, lots of simple cards, lots of packs where the choice is "Mountain or non-Mountain" or "Mountain or Mountain". Depends on your group of course but usually I feel like we wrap up the drafting portion in easily less than an hour.
 
I ran the word count code on this, and here are the numbers:

Excluding the Mountains, it's 13.8 words per card or 17.2 words with reminder text included.
With the Mountains diluting things, it's a hilarious 8.5 words per card, or 11.5 with reminder text included.

I'm making some guesses of how much reminder text will actually get read and how many non-land cards get drafted in each pack, but I estimate that your cube has people reading maybe 1600 total words, which compares to 5700 words read for Outlaws of Thunder Junction, which I analyzed in more detail after that set came out.

So anyway, between the much reduced reading, fewer cards to pick, no deck building, no looking for tokens, etc, it does seem believable that this cube would play a decent amount faster than a typical cube.
 
So, we're definitely going to build this and run it at a little event that we have coming up in October. We're excited to try this thing.

Based on your experiences so far, would you advocate for further reducing the Mountains? My instinct would be to remove about 4 Mountains and add a few more cards to increase the creature count a bit. But, I probably wouldn't presume to do that unless you were already leaning that way.
 
This is a really efficient and principled design. I really liked how you handled color in this project, and might take a similar approach for a dominantly white cube I've been toying around with for a while. How were you approaching hunting for cards that have a colorless or red mode? Is there some obscure scryfall syntax for looking for cards that can be used without colored mana? And, if not, did you have a workflow that you are willing to share for how you made looking for cards like that manageable?

Separately, I think that your basics only philosophy might have won my heart for a reduced color bar/desert cube I've been kicking around for a while. Really appreciate your work.
 
The Scryfall searching process for this kind of project can definitely be quite involved and I am a freak that enjoys looking at 10 pages of cards in order to find like, 2 that might be good. I definitely spend a lot of time just digging through stuff and throwing everything interesting into the maybeboard.

That said here's some tips:
1. "Color identity" is a fake mechanic that is very useful for this kind of cube. "color=r ci>r" gives you all red cards with a nonred pip on them. "-color=r ci>r" gives you the opposite. You can also use stuff like "color=colorless ci>colorless" to get colorless cards with colored pips.

2. Cards with colorless modes are much harder to find. I'm sure there is some syntax you can use to find them but I don't have the regex skills to figure it out, so instead I just had a mental list of modal mechanics that I thought might have what I was looking for. Some useful ones to check:
• o:cycling
• o:flashback
• o:kicker
• o:morph
• o:unearth
• o:channel
• o: reinforce
• o:converge
• o:sunburst
• o:cleave
• o:emerge
• o:"prototype"
• t:adventure
• is:split
• is:hybrid

These can be combined with the color identity searches to find more specific stuff.

3. Otags can be helpful. I'll often pull up a card that has the traits I'm looking for on tagger.scryfall.com and then check what tags it has. Some useful ones:
• otag:"manaless value"
• otag: "castable from graveyard"
• otag: "offcolor ability"

Hope that helps!
 
The Scryfall searching process for this kind of project can definitely be quite involved and I am a freak that enjoys looking at 10 pages of cards in order to find like, 2 that might be good. I definitely spend a lot of time just digging through stuff and throwing everything interesting into the maybeboard.

That said here's some tips:
1. "Color identity" is a fake mechanic that is very useful for this kind of cube. "color=r ci>r" gives you all red cards with a nonred pip on them. "-color=r ci>r" gives you the opposite. You can also use stuff like "color=colorless ci>colorless" to get colorless cards with colored pips.

2. Cards with colorless modes are much harder to find. I'm sure there is some syntax you can use to find them but I don't have the regex skills to figure it out, so instead I just had a mental list of modal mechanics that I thought might have what I was looking for. Some useful ones to check:
• o:cycling
• o:flashback
• o:kicker
• o:morph
• o:unearth
• o:channel
• o: reinforce
• o:converge
• o:sunburst
• o:cleave
• o:emerge
• o:"prototype"
• t:adventure
• is:split
• is:hybrid

These can be combined with the color identity searches to find more specific stuff.

3. Otags can be helpful. I'll often pull up a card that has the traits I'm looking for on tagger.scryfall.com and then check what tags it has. Some useful ones:
• otag:"manaless value"
• otag: "castable from graveyard"
• otag: "offcolor ability"

Hope that helps!
Thanks for the write up, seems like a useful recipe for emulating your path!

Seems like we have a pretty similar design approach in terms of canvassing dozens of similar Scryfall searches to try to find the "perfect" card. I was really hoping beyond hope that you'd say, "oh, yeah use otag:something_about_colorless_mode" but alas it seems there is no silver bullet outside of learning regex asides maybe something crazy redundant looking for colorless mana of various values like (o:{1} or o:{2} or o:{X} etc....)

That being said, I've never used otag "manaless value" or "offcolor ability" before (I also didn't know you could quotation mark them, I've always used underscores), and I would have overlooked a good third of those abilities you've listed too.

That's a good way to take advantage of the color identity function, using id>r with is:hybrid feels potentially effective here too.

Unrelated to my initial ask I really liked your commentary on Hurloon Minotaur in relation to your design philosophy. It's the perfect example of how if you dig in hard enough you really can let whatever you want be a bomb in your cube. Why be afraid to balance around what you want to balance around? If it winds up not being fun or balanced then dig in harder on the design philosophy instead of weakening it as you retool. Seems like maximalizing the appeal of cube. Really a great take.

Similarly, I enjoyed your defense of only using mountains. I have adopted much of @Nemo 's school of thought regarding accesible word counts as a major point of consideration (especially for bar cubes) and having 128 cards be the same damn card really helps with that goal. I wonder how far you can push that philosophy using the sort of idea you've employed? I've considered brewing 100 Ornithopter type cubes before and now I'm thinking in a 320 card cube you could probably pack in 128 mountains (or basics in general) and 100 Kobolds of Kher Keep or some shit and then have the remaining 92 cards be ways to weaponize your Kobolds. You want a land? Mountain. You want a creature? Kobold. Then all of your reading is basically relegated to how you want to suit up your little shits. Whoever wins controls Kher Keep. (Universal Automaton or Myr Servitor would be entertaining too)

Again, super rad cube, and thanks again for sharing your search process too.
 
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Thoughts on Hurloon Minotaur

One of my goals with this project was to include as many red creatures from Alpha as possible and have them be powerful, high pick cards. Obviously cards like Roc of Kher Ridges are easy to get over in an environment where your average creature has toothpicks for legs and zero relevant combat keywords, but the thing I'm most proud of here is that Hurloon Minotaur is a windmill slam p1p1 bomb.

In order to do something like this, you have to be willing to protect the Minotaur's honor at every turn. The first thing that I do when I look at cards for this cube is check the stats for mana value. No matter how good of a fit something is mechanically, if it makes Minotaur look bad, it cannot be included. No red 3 mana 2/3s with upside, and god forbid you try to sell me on a 3/3 that doesn't have two downsides. Minotaur blocks a Piker and lives to tell the tale. It shrugs off Goblin Raiders with ease. It laughs in the face of Shock. What more could you possibly want out of a three drop? How much more upside could you ever need?

During one of the first playtest games of this cube with my roommate I had Hurloon Minotaur and she just kept saying "Fuck! This guy's so good! How can I beat him??" Drug-like high off my own supply with this cube y'all.

The best thing this cube taught me in terms of design lessons was how to exercise discipline. It can be easy to get caught up in "Oh this card is cool because it's interesting with XYZ" blah blah blah who cares. Is it better than Minotaur? Axe it. Hold steadfast to your design goals like a fucking lunatic, and you too can have people sweating across the table from Hurloon Minotaur.

Shoutouts Jane Ball Pit for sending me an Alpha Minotaur in the mail and telling me that I had to keep it in Goblin Game unsleeved.
Oh God, I know exactly how you feel, and I love this project of yours exactly for how you went about it. I tried building a cube a year ago with werebear being like a good creature, as a yardstick for the powerlevel, but it didn't work how I wanted it to. I kept getting tempted by newer cards with new ways to use the graveyard, or with similar statlines and barely or any downsides, but I understand my mistake now.

Hurloon Minotaur as an absolute powerhouse compared to the rest of the creatures makes so much more sense. Werebear should walk as a god among mortals.

Thanks for the inspiration!
 
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