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  1. ahadabans

    General Polycubing and packages

    That's a great idea. I really dislike the idea of running static three color cards because it feels so forced and constraining, but there are a bunch of cool tri-color cards I'd like to randomly see once every X drafts. Also, what about this idea? Have only one slot per Planeswalker type...
  2. ahadabans

    General [Design Discussion] Perfect Imbalance

    Really? How is that possible? Is your meta just so fast that you can't easily build a deck that simply stalls to 6 mana? Because as soon as that thing comes down, you basically stabilize and win against a lot of decks (aggro for sure outside a last ditch effort burn to the face).
  3. ahadabans

    General [Design Discussion] Perfect Imbalance

    What if you knew though that the card pool had a heavy concentration of enchantments and that this deck was therefore not just a fringe deck but a legitimate tier 1 option if you got all the pieces? Also assume the power level was well below your list (you are excited by seeing Skeletal Vampire).
  4. ahadabans

    General [Design Discussion] Perfect Imbalance

    Cool article. After reading it, I'm tempted to reconsider Sun Titan. But the thought of running any titan makes me feel dirty, so I doubt I will.
  5. ahadabans

    General [Design Discussion] Perfect Imbalance

    Cube design has come a long long way from Tom's original list to be sure. Guys weren't thinking about proper mana curves back then let alone card interactions. Any list featuring Umazawa's Jitte along side Hedge Troll has quite the bipolar power range. If you think about it though, it...
  6. ahadabans

    Card/Deck Single Card Spotlight

    Speaking of Izzet cards... is Wee Dragonauts even remotely supportable? Has anyone done that? I'm guessing no (or really low power levels at best), but I'd like to do more with the spells matter theme besides Young Pyromancer and Guttersnipe, and UR both a weak guild (talking gold cards) and...
  7. ahadabans

    General [Design Discussion] Perfect Imbalance

    I don't know if this is his original list or not (can't find the old site), but I originally discovered cube several years ago when I stumbled on an article by a guy named Tom Lapille. This list looks 2008/2009 ish, so I don't think he's updated it. http://www.cubetutor.com/viewcube/15423
  8. ahadabans

    General [Design Discussion] Perfect Imbalance

    I fully subscribe to this concept, one problem I ran into which really requires attention is nerfing control/combo strategies. If the game is always seeing turn 8, you are heavily penalized for playing fair and heavily incentivized to make unfair card interactions which dominate board states...
  9. ahadabans

    General [Design Discussion] Perfect Imbalance

    Yeah. The gold section is just a reflection of the fact that there was absolutely nothing available back in 2009. And I doubt very many people went deeper than 4 cards in each color (if that), so anything lower was not actually played (and very likely considered unplayable by a large portion...
  10. ahadabans

    General [Design Discussion] Perfect Imbalance

    Funny you bring up 2009 Quirk, as I was just looking at a related thread. As I run a cube that is trying to be largely nostalgic, data from 2009 is often more useful to me than data from 2015 simply because of how much cube has changed and how detached I'm becoming from modern cube. I have...
  11. ahadabans

    General [Design Discussion] Perfect Imbalance

    I wasn't suggesting that you couldn't make Trinket Mage worth it. Simply that it's a step down in power and (at least in this case) a step down in depth. Clique can disrupt your opponent, it can't shuffle away a card you don't need. And it beats down effectively in any kind of Ux deck...
  12. ahadabans

    General [Design Discussion] Perfect Imbalance

    What a great post. This statement in particular resonates with me, along with what FSR said: I'm going to again bring up a point I made earlier because I believe it's critical we don't lose sight of it. At what point are we over-engineering things and ultimately making our format less deep...
  13. ahadabans

    General Modular Cube

    I'm excited to see how your module design turns out as I think the concept has great potential especially for smaller groups that want a more focused draft. I've done two real drafts now with the modules and I have some early feedback on my design in particular: Drafting one module feels way...
  14. ahadabans

    General Weird unfinished ideas for inspiration / random brainstorming

    It seems like there are more flyers in cube now than ever before (especially tokens). Combine that with Green's ability to generate mana... is it time to bring this bad boy back? Hurricane It can be a one-sided sweeper effect and/or fireball to the face. It also kills walkers.
  15. ahadabans

    General Ramp as a healthy part of a format

    What do you guys think of Shaman of Forgotten ways Biorhythm was such a cool effect, and now it's stapled to a decent creature ramp effect on a stick making it much less narrow. I haven't had time to test it though.
  16. ahadabans

    General Makin' a dragon cube!

    What about taking a page out of the penny pincher cube and running the familiars as a form of creature based ramp? Nightscape Familiar Sunscape Familiar Thunderscape Familiar Stormscape Familiar Thornscape Familiar
  17. ahadabans

    General Makin' a dragon cube!

    Could madness/threshold work here? I love both mechanics but they are hard to make worth the effort in modern cubes. A card that would probably be sweet here with all the dragons running around is Big Game Hunter. I always wanted that to work in cube but it's too narrow in most environments.
  18. ahadabans

    General Life Gain as a Thing

    I don't know. What is our definition of control? There are interesting things that can be done with disciple in controlish builds IMO. Like Shadowborn Demon and when he's all you have left, Disciple of Bolas draw 5 cards and gain 5 life. That's definitely not a midrange or aggro play. Maybe...
  19. ahadabans

    General Makin' a dragon cube!

    Sounds fun. What's the reason for restricting ramp though? The more mana people can get (and the faster they get it), the quicker you get to the haymakers. My two cents is you want guys interacting as soon as possible otherwise it becomes more like solitaire for the first half the game before...
  20. ahadabans

    General Life Gain as a Thing

    Another vote for Disciple of Bolas (sac outlet - can never have enough of these) and Gray Merchant of Asphodel (because mono black and life drain are boss).
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