Hi everyone,
I would like to share and am interested in feedback on a mega-project I've been working on for quite some time. Basically, I've got 12 cubes for you all (well, just 11 for now...), spanning the many planes Magic has taken us to over the years.
Background
As a long-time board/card game aficionado, I instantly gravitated to the cube format when I first heard about it, even though I had little experience with Magic at the time. Rather than start out with a typically powerful cube, I decided to reverse engineer Magic limited environments to come up with sets based on whatever WotC had already designed. One thing led to another, and I eventually found my designs revolving around one set per plane. Once I'm finished with my "design," we play these sets and then "retire" them in a giveaway contest where the winner gets to keep the set.
Design Parameters
We have already played through or are currently playing the following sets. I am open to feedback because it could inform how I do later sets, but I probably won't change anything about these sets themselves. With or without feedback, I hope these can be of interest to anyone putting together sets based on these settings:
I started on this second cycle of sets more recently. On the one hand, they benefit from my experience having done the previous sets. On the other hand, most of them have considerably larger card pools, so the designs are more reliant on my own choices than previously, which could result in some blind spots becoming more obvious. For example, my approach seems well suited to supporting linear themes, but I wonder sometimes if I'm missing out on more "engine"-based themes where you need to bring together disparate components that I might not have included in a set. In any case, here are the six more recent sets I've been working on:
I would like to share and am interested in feedback on a mega-project I've been working on for quite some time. Basically, I've got 12 cubes for you all (well, just 11 for now...), spanning the many planes Magic has taken us to over the years.
Background
As a long-time board/card game aficionado, I instantly gravitated to the cube format when I first heard about it, even though I had little experience with Magic at the time. Rather than start out with a typically powerful cube, I decided to reverse engineer Magic limited environments to come up with sets based on whatever WotC had already designed. One thing led to another, and I eventually found my designs revolving around one set per plane. Once I'm finished with my "design," we play these sets and then "retire" them in a giveaway contest where the winner gets to keep the set.
Design Parameters
- Because I view each set as a stand-alone board/card game and a personal design experiment, I try to keep costs down. These sets should be ~$40 to purchase at the most. Therefore, there might be some signature cards missing because they are too expensive.
- My group is pretty small, coming in at 6 players max. Therefore, these sets are just 270 cards, and we do 5 packs of 9 cards per player.
- The card pool for each set consists only of cards from that plane. However, I set aside some of the "greatest ever" draft sets to be their own separate projects and exclude their cards from the card pool for their respective planes. I will note this below when it comes up.
- Update: I do pay some attention to rarity. In every cube so far, there are exactly 30 rares, one for each pack. In some cases--including both Kamigawa and Alara--I also paid attention to the count of commons and uncommons.
We have already played through or are currently playing the following sets. I am open to feedback because it could inform how I do later sets, but I probably won't change anything about these sets themselves. With or without feedback, I hope these can be of interest to anyone putting together sets based on these settings:
- Dominaria (Invasion block only): This was my first design, and it was pretty haphazard. Nonetheless, it was informative and fun.
- Theros: This evolved from being Theros-only to including the whole block. I was still learning about how to support different archetypes, but we still thought this was a fun set with decent diversity.
- Tarkir: Because I wanted to keep Khans of Tarkir as its own thing, this set focused solely on Dragons of Tarkir + Fate Reforged. Due to a smaller card pool and lack of variety in supported archetypes, the set basically built itself. I was not a fan, but my players enjoyed it.
- Zendikar: As with Khans, I wanted to keep Rise of the Eldrazi as its own thing. This was the most challenging and rewarding design so far, as I was working with sets that many felt had serious issues in limited. Fortunately, things seemed to worked out pretty well.
- Ixalan: This design was not as straightforward as it might seem, as I wanted to keep some of the streamlined tribal identities from Ixalan while also bringing in the more balancing/interesting elements of Rivals of Ixalan. This set has been excellent as a teaching set that's not boring for me to play.
- Kaladesh: I found this to be the most interesting set so far to "reverse engineer," as there's a lot going on underneath its seemingly straightforward mechanical framework. When I originally wrote this post, we were playing this set, so it was queued up for the next giveaway. However, I liked it so much that I have decided to keep it for myself!
I started on this second cycle of sets more recently. On the one hand, they benefit from my experience having done the previous sets. On the other hand, most of them have considerably larger card pools, so the designs are more reliant on my own choices than previously, which could result in some blind spots becoming more obvious. For example, my approach seems well suited to supporting linear themes, but I wonder sometimes if I'm missing out on more "engine"-based themes where you need to bring together disparate components that I might not have included in a set. In any case, here are the six more recent sets I've been working on:
- Alara: I broke singleton for this one to provide more breathing room to the shard's mechanical themes. I like the new version more so far, but both versions were playable.
- Amonkhet: I put this together several months after I originally wrote this post. Had I come to this set earlier, I might have found it more interesting, but at this point it felt rather run-of-the-mill. It's doing some interesting stuff, but nothing blew my mind.
- Innistrad: I haven't made this one yet. It will notably not include Innistrad itself, since I've set that aside alongside Khans and Rise. I think this will be the a very interesting project; I find card pools of this size (several sets, ~800 cards) the sweet spot for me so far.
- Kamigawa: I found this set to be the most intricate as I put it together, probably because I was trying to stuff so much into it. I suspected that my original version was overstuffed with themes that didn't get enough support, and that proved to be true. I subsequently overhauled it, and drafts have been much smoother.
- Lorwyn-Shadowmoor: It was pretty challenging mashing these two sets together. Drafts haven't gone as I expected, but the playtests have been quite good. I made some tweaks to shore up some weak archetypes, and since then this set has really taken off for me. Although the strategies are very linear, the cards overlap with these strategies in so many ways that you always have multiple paths to explore.
- Mirrodin: This set is the newest one I've put together, so it bears the mark of the most experience. It's playing well so far, but I'm interested in what others think. I'm not sure I'm really capturing the modular design that was essential to the plane.
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