random thought: design a cube where every pick is a squadron pick of several cards. 2 or 3? or somethin
That is literally how my cube functions.
But 70 % of the picks are a spell + a basic land. About 30 % are actually what you were referring to.
random thought: design a cube where every pick is a squadron pick of several cards. 2 or 3? or somethin
mildly related observation: have you ever noticed how in most formats the most efficient X for an X/X tends to be 4 for a 4/4
The most common fallacy (I have found) when switching from constructing a competitive deck to constructing a cube for players to draft with is the fact that stronger doesn't always mean better. When constructing a Standard/Modern/Commander deck you always have to look for upgrades through synergy, meta beaters or pure power level but when you have 100 % total control over the entire format it becomes an entirely different matter because you are actually sitting on both sides of the table. So to speak. You are brewing both players' options to choose from even before they enter the tournament.
Dat first turn Slash Panther off of Mishra's Workshop and a Mox :eek:
Yeah, you won't hear me praising the format. The good games are fun to watch, but so is any good game of Magic (for me anyway). Still funny that a janky common like Slash Panther sees no play whatsoever anywhere... except in the most broken constructed format supported by WotC.Vintage is like college football-10% epic slugfests, 90% horrific mismatches
I think that's the experience WotC is going for when it plays up "highs and lows" in Cube and draft-format design
Ascendancy say put that many growth counters on it. So if GGT comes in with 6, Ascendancy also gets 6.What exactly is the interaction being shown here? Ascendancy is "one or more" counters, so GGT won't really help proc the win-con any more than most other +1/+1 counter creatures. Is it the continuous ability to regenerate?? That doesn't seem very spicy either.
+ - is this cool enough to run Ascendancy or is still too narrow?