Introduction to Ascension
Link to the starter set in the cube:
https://cubecobra.com/cube/list/8vdn?view=spoiler
A DnD inspired cube where the players level up throughout the tournament. Here are some buzz words you'll find in this cube:
Adventures, dungeons and caves.
Inns and taverns.
Rumours, quests.
Party and heroes.
Maps and scrolls.
Treasure hunting and exploration.
Traps, curses and dangers on the road.
Foes of evil minions and scary dragons.
Loot and treasures.
Levering up classes and players with experience.
How the tournament works:
A normal draft for 8 players using the list above
Game 1
Each player gains new cards to add to their existing card pool. The new cards are higher power level. Players may sideboard
Game 2.
Each player gains new cards to add to their existing card pool. The new cards are higher power level. Players may sideboard
Game 3
etc.
etc.
How players gain new cards:
Step 1: 20 random cards are given to each player at random from the corresponding tier.
Step 2: 100 cards are placed face up on the table. Lowest ranked player first picks a card ULD (Utility Land Draft) style. Second lowest ranked player picks a card. etc. etc. until all players have picked. Repeat this full cycle five times. (8x5 = 40 picks total)
= This means each player gain a total of 25 cards new cards. The players may reconstruct their deck before going into the next game.
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What's special about this cube?
Rarity restricted (48 rares, 96 uncommons, 192 commons)
No non-hybrid multicolored cards
No planeswalkers
No shuffling (With very few exceptions)
No keyword cards without reminder texts (With very few exceptions)
Low complexity cards
Booster packs are rarity seeded. Each pack contains:
2 rares
4 uncommons
8 commons
Packs are color seeded. Each pack contains:
1 White common
1 Blue common
1 Black common
1 Red common
1 Green common
9 random cards
Color and rarity distribution in details:
White: 24 commons, 16 uncommons & 8 rares
Blue: 24 commons, 16 uncommons & 8 rares
Black: 24 commons, 16 uncommons & 8 rares
Red: 24 commons, 16 uncommons & 8 rares
Green: 24 commons, 16 uncommons & 8 rares
/ Azorius Hybrid: 2 commons
/ Dimir Hybrid: 2 commons
/ Rakdos Hybrid: 2 commons
/ Gruul Hybrid: 2 commons
/ Selesnya Hybrid: 2 commons
/ Orzhov Hybrid: 2 commons
/ Golgari Hybrid: 2 commons
/ Simic Hybrid: 2 commons
/ Izzet Hybrid: 2 commons
/ Boros Hybrid: 2 commons
Colorless: 19 commons, 16 uncommons & 5 rares
Lands: 33 commons, 0 uncommons & 3 rares
= 240 mono, 20 hybrid, 50 colorless & 26 lands
= 192 commons, 96 uncommon and 48 rares.
= 336 cards in total
--------
Some of the ideas behind this cube is:
- Players are somewhat even playing field each round. As your cards get better, so does your opponents. You can bank your victory points but the next game will once again be fair.
- Players' decks are new each round. The decks evolve over time. Each new game feels exciting. Going from one round to another you might have the same deck with a few upgrades. Or you might have switches out a lot. We often see players completely change the colors of the decks.
- The player who got a perfect draft initially is rewarded for a brief period of time. But they're not auto-winning the tournament because the new cards players are given are of a higher tier than the original perfectly drafted deck. The tension is real and you can never rest on auto pilot.
Link to the starter set in the cube:
https://cubecobra.com/cube/list/8vdn?view=spoiler
A DnD inspired cube where the players level up throughout the tournament. Here are some buzz words you'll find in this cube:
Adventures, dungeons and caves.
Inns and taverns.
Rumours, quests.
Party and heroes.
Maps and scrolls.
Treasure hunting and exploration.
Traps, curses and dangers on the road.
Foes of evil minions and scary dragons.
Loot and treasures.
Levering up classes and players with experience.
How the tournament works:
A normal draft for 8 players using the list above
Game 1
Each player gains new cards to add to their existing card pool. The new cards are higher power level. Players may sideboard
Game 2.
Each player gains new cards to add to their existing card pool. The new cards are higher power level. Players may sideboard
Game 3
etc.
etc.
How players gain new cards:
Step 1: 20 random cards are given to each player at random from the corresponding tier.
Step 2: 100 cards are placed face up on the table. Lowest ranked player first picks a card ULD (Utility Land Draft) style. Second lowest ranked player picks a card. etc. etc. until all players have picked. Repeat this full cycle five times. (8x5 = 40 picks total)
= This means each player gain a total of 25 cards new cards. The players may reconstruct their deck before going into the next game.
--------
What's special about this cube?
Rarity restricted (48 rares, 96 uncommons, 192 commons)
No non-hybrid multicolored cards
No planeswalkers
No shuffling (With very few exceptions)
No keyword cards without reminder texts (With very few exceptions)
Low complexity cards
Booster packs are rarity seeded. Each pack contains:
2 rares
4 uncommons
8 commons
Packs are color seeded. Each pack contains:
1 White common
1 Blue common
1 Black common
1 Red common
1 Green common
9 random cards
Color and rarity distribution in details:
White: 24 commons, 16 uncommons & 8 rares
Blue: 24 commons, 16 uncommons & 8 rares
Black: 24 commons, 16 uncommons & 8 rares
Red: 24 commons, 16 uncommons & 8 rares
Green: 24 commons, 16 uncommons & 8 rares
/ Azorius Hybrid: 2 commons
/ Dimir Hybrid: 2 commons
/ Rakdos Hybrid: 2 commons
/ Gruul Hybrid: 2 commons
/ Selesnya Hybrid: 2 commons
/ Orzhov Hybrid: 2 commons
/ Golgari Hybrid: 2 commons
/ Simic Hybrid: 2 commons
/ Izzet Hybrid: 2 commons
/ Boros Hybrid: 2 commons
Colorless: 19 commons, 16 uncommons & 5 rares
Lands: 33 commons, 0 uncommons & 3 rares
= 240 mono, 20 hybrid, 50 colorless & 26 lands
= 192 commons, 96 uncommon and 48 rares.
= 336 cards in total
--------
Some of the ideas behind this cube is:
- Players are somewhat even playing field each round. As your cards get better, so does your opponents. You can bank your victory points but the next game will once again be fair.
- Players' decks are new each round. The decks evolve over time. Each new game feels exciting. Going from one round to another you might have the same deck with a few upgrades. Or you might have switches out a lot. We often see players completely change the colors of the decks.
- The player who got a perfect draft initially is rewarded for a brief period of time. But they're not auto-winning the tournament because the new cards players are given are of a higher tier than the original perfectly drafted deck. The tension is real and you can never rest on auto pilot.
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