Hello all!
I've been stalking for a little while and very much enjoying the conversations that have been going on here. Now that I've managed to get my list uploaded onto cube tutor I figured it was time to share and get more involved.
I think it's quite difficult to properly analyse and discuss a cube without understanding the context it's played in and what constraints there are around it's design, so I've put together the following to hopefully explain where I'm coming from.
Context and design principles
Number of players?: mostly 2, occasionally 3 or 4.
How drafted?: winston or grid draft with 2. Rochester or regular draft with 3 or 4.
Proxies?: Nope, for me proxies aren't 'real'. I have no problem with others who do, but it's not for me. This means that there are some budgetary considerations when choosing cards, but I don't really consider this to be a budget cube per se. I guess in time I might get around to getting hold of a tarmogoyf or picking up the ABU duals, but it's more of a longer term proposition.
Singleton: one of the things that first attracted me to cube was the singleton approach. I love limited formats generally and 100 card singleton was one of my favourite formats on MTGO. I have a soft rule on no functional reprints just to add to this, but this is a much looser principle.
Interaction killers: protection and hexproof/shroud. When you have taken the time to draft two players and play out a game, there is nothing worse than miridin crusader or sword of fire and ice just ruining the game for you. If you're going to go on and play against 3 or 4 other opponents afterwards your deck can still have some game against them, but when it's just the one opponent with the card that just wrecks you time and time again, was it worth the investment in time of drafting. You will notice a few exceptions in my list regarding this, which are all on my watch list: soltari trooper - black perhaps more than other colours with its edict effects can handle this more than most. Lavinia of the Tenth - more being used for its detain ability and the fact that it costs five reduces the importance of its pro: red ability. Thrun - put in as an answer to some heavy removal decks, but is possibly the card I'm most concerned about, especially after the new legend rules come into effect.
Fun killers: some cards are just disheartening to play against and so aren't included for similar reasons to the '2 player' effect listed under interaction killers. There is some overlap here with cards that are too powerful and are also excluded but its not necessarily the same. Examples of cards on this list: bribery, plow under, stunted growth, jitte, JTMS. I would rather have games that had a degree of interactivity and can battle back and forth. Fast mana is excluded on this basis too.
Coloured mana: even though I prefer grid drafting, my cubing partner does enjoy winston drafting due to the hidden information element. This means the cube needs to be built with an eye to the constraints of winston. When you are seeing less cards generally in a winston draft your card choices during a draft become more significant and there is a danger that you just take cards in your colours in order to have enough cards to populate your deck. In order to help try to increase the number of choices players can make during the draft I've made a conscious effort to try to reduce the number of coloured mana costs, especially in the lower mana curve and increase the number of hybrids. Ideally I would like to slightly increase the number of colourless cards as well, but not sure i have enough of a suitable pool to do so.
Land choices: initially I had 3 dual lands per guild, but came up against the situation of these being 'wasted' or pointless during winston draft when they weren't in your colours. I came to the realisation that the shard lands were effectively duals for 3 and so would have a bigger audience and that vivids were extensions of this. I am aware of the arguments that this just leads to multicolour good stuff decks and makes aggro worse but I think it works well within the design constraints outlined above. I think it makes for a slightly slower environment, which is again reflected in some of the card selections. It's also led me to have a fair few more off colour flashback, kicker and split cards to add further decisions to the drafting and deck building design process.
I'm sure there are probably more design principles that i have forgotten, but will come out during discussion. I'm generally pretty pleased with the cube and would love to hear your thoughts on it. Check it out here: http://cubetutor.com/viewcube/276
Edit: updated newer list: http://cubetutor.com/viewcube/10086
AB
I've been stalking for a little while and very much enjoying the conversations that have been going on here. Now that I've managed to get my list uploaded onto cube tutor I figured it was time to share and get more involved.
I think it's quite difficult to properly analyse and discuss a cube without understanding the context it's played in and what constraints there are around it's design, so I've put together the following to hopefully explain where I'm coming from.
Context and design principles
Number of players?: mostly 2, occasionally 3 or 4.
How drafted?: winston or grid draft with 2. Rochester or regular draft with 3 or 4.
Proxies?: Nope, for me proxies aren't 'real'. I have no problem with others who do, but it's not for me. This means that there are some budgetary considerations when choosing cards, but I don't really consider this to be a budget cube per se. I guess in time I might get around to getting hold of a tarmogoyf or picking up the ABU duals, but it's more of a longer term proposition.
Singleton: one of the things that first attracted me to cube was the singleton approach. I love limited formats generally and 100 card singleton was one of my favourite formats on MTGO. I have a soft rule on no functional reprints just to add to this, but this is a much looser principle.
Interaction killers: protection and hexproof/shroud. When you have taken the time to draft two players and play out a game, there is nothing worse than miridin crusader or sword of fire and ice just ruining the game for you. If you're going to go on and play against 3 or 4 other opponents afterwards your deck can still have some game against them, but when it's just the one opponent with the card that just wrecks you time and time again, was it worth the investment in time of drafting. You will notice a few exceptions in my list regarding this, which are all on my watch list: soltari trooper - black perhaps more than other colours with its edict effects can handle this more than most. Lavinia of the Tenth - more being used for its detain ability and the fact that it costs five reduces the importance of its pro: red ability. Thrun - put in as an answer to some heavy removal decks, but is possibly the card I'm most concerned about, especially after the new legend rules come into effect.
Fun killers: some cards are just disheartening to play against and so aren't included for similar reasons to the '2 player' effect listed under interaction killers. There is some overlap here with cards that are too powerful and are also excluded but its not necessarily the same. Examples of cards on this list: bribery, plow under, stunted growth, jitte, JTMS. I would rather have games that had a degree of interactivity and can battle back and forth. Fast mana is excluded on this basis too.
Coloured mana: even though I prefer grid drafting, my cubing partner does enjoy winston drafting due to the hidden information element. This means the cube needs to be built with an eye to the constraints of winston. When you are seeing less cards generally in a winston draft your card choices during a draft become more significant and there is a danger that you just take cards in your colours in order to have enough cards to populate your deck. In order to help try to increase the number of choices players can make during the draft I've made a conscious effort to try to reduce the number of coloured mana costs, especially in the lower mana curve and increase the number of hybrids. Ideally I would like to slightly increase the number of colourless cards as well, but not sure i have enough of a suitable pool to do so.
Land choices: initially I had 3 dual lands per guild, but came up against the situation of these being 'wasted' or pointless during winston draft when they weren't in your colours. I came to the realisation that the shard lands were effectively duals for 3 and so would have a bigger audience and that vivids were extensions of this. I am aware of the arguments that this just leads to multicolour good stuff decks and makes aggro worse but I think it works well within the design constraints outlined above. I think it makes for a slightly slower environment, which is again reflected in some of the card selections. It's also led me to have a fair few more off colour flashback, kicker and split cards to add further decisions to the drafting and deck building design process.
I'm sure there are probably more design principles that i have forgotten, but will come out during discussion. I'm generally pretty pleased with the cube and would love to hear your thoughts on it. Check it out here: http://cubetutor.com/viewcube/276
Edit: updated newer list: http://cubetutor.com/viewcube/10086
AB