Afternoon Delight is an untested 360 card, relatively low-powered cube where all of the non-land cards have CMCs of 2, 3, or 7. There is one additional house-rule: all Instants and Sorceries are Arcane (or anything that refers to Arcane instead refers to Instants and Sorceries). This is because Splice Onto [X] is the perfect mechanic for an environment with these kinds of constraints.
Yes, that is pretty goofy... but it has lead to the inclusion of some interesting cards.
I'm not entirely sure of what to include here right now, since I didn't exactly build this cube with solid archetypes in mind. So I guess I'll talk about some of my decisions, and show off a few of the cards.
A Plethora of Mana Sinks
One of the big things I ended up deciding on is that there should be as many mana sinks as possible. It's entirely possible that your deck's curve will stop at 3, so I felt the need to give you other ways to spend your excess mana (other than playing multiple spells per turn):
Precise Mana Costs
Unlike most environments, there are exactly four converted mana costs that cards and permanents can have. This allows for a few cards to be far stronger than they would be normally. It also allowed me to include some cards that would be discarded in a more "normal" cube.
I'm just waiting for someone to draft and play a Lurrus deck — unlike in a "normal cube", players should have plenty of options for 2-drops.
7-Drops Are Weird
One thing I ended up deciding is that 7-drops should be flashy and scary to face down, but they shouldn't win you the game right then and there. I also had the disappointing revelation that gold 7-drops are not distributed evenly across the colors, which made me pretty sad. Still, decks that do ramp into 7s will have some tasty options to play with:
Removal has been tuned to deal with smaller creatures, since that's the majority of what you're going to have to face. You'll still have ways to deal with 7-drops, but they definitely won't be common.
Yes, that is pretty goofy... but it has lead to the inclusion of some interesting cards.
I'm not entirely sure of what to include here right now, since I didn't exactly build this cube with solid archetypes in mind. So I guess I'll talk about some of my decisions, and show off a few of the cards.
A Plethora of Mana Sinks
One of the big things I ended up deciding on is that there should be as many mana sinks as possible. It's entirely possible that your deck's curve will stop at 3, so I felt the need to give you other ways to spend your excess mana (other than playing multiple spells per turn):
Precise Mana Costs
Unlike most environments, there are exactly four converted mana costs that cards and permanents can have. This allows for a few cards to be far stronger than they would be normally. It also allowed me to include some cards that would be discarded in a more "normal" cube.
I'm just waiting for someone to draft and play a Lurrus deck — unlike in a "normal cube", players should have plenty of options for 2-drops.
7-Drops Are Weird
One thing I ended up deciding is that 7-drops should be flashy and scary to face down, but they shouldn't win you the game right then and there. I also had the disappointing revelation that gold 7-drops are not distributed evenly across the colors, which made me pretty sad. Still, decks that do ramp into 7s will have some tasty options to play with:
Removal has been tuned to deal with smaller creatures, since that's the majority of what you're going to have to face. You'll still have ways to deal with 7-drops, but they definitely won't be common.