General CBS

Onderzeeboot

Ecstatic Orb
That sounds cool IF the buffs were removed at the end of the tournament resetting everything.

It sounds horrible in the long run.
The entire premise of a legacy style game is that you make lasting changes. Removing the buffs at the end of the tournament defeats the purpose. I'm not saying it's a bad idea to run a cube like that, I am saying that that's not the concept I designed this cube around. But yes, cards like the upgraded Faerie Seer and Dismember are not healthy in the long run, which is why I am going to include ways to remove cards from the cube. That too is a core part of legacy style games. I might do it myself (unlikely, as you want to organically grow this with the whole group), tie it into one or more quests, or make it part of the standard rules.

Are you resetting the stickers so people can obtain more of those every tournament?

I have a core set of stickers that get refreshed between drafts, and then there's quests that sometimes unlock stickers, which can be used only once. You can never apply more than two stickers to the same card though.
 

Onderzeeboot

Ecstatic Orb
So the way to obtain the upgrade stickers refresh but not the upgraded cards? Am I understanding this correct?

I think you do. Once upgraded, a card stays upgraded, even between tournaments. So in that sense, upgraded cards do not refresh, no. The upgrade used to make that card better though, might be available again during the next tournament (I say might, because only 18 of the 40 core mods are available each tournament).
 
Okay I would advice you to make changes to your cube cards be temporary and not permanent. Even though it is against the Risk Legacy rules.

Having a player upgrade one of his cards for one tournament is fun and original. If the change is permanent or semi-permanent until the banhammer hits = no fun. It leads to entire unfair tournaments because some cards are on par with Power 9 and some cards are almost block constructed/draft level.
 

Onderzeeboot

Ecstatic Orb
Okay I would advice you to make changes to your cube cards be temporary and not permanent. Even though it is against the Risk Legacy rules.

Having a player upgrade one of his cards for one tournament is fun and original. If the change is permanent or semi-permanent until the banhammer hits = no fun. It leads to entire unfair tournaments because some cards are on par with Power 9 and some cards are almost block constructed/draft level.
Politely, I am going to ignore that advice. That's not what we're here for, we're here for CHAOS! :p

Seriously though, the entire concept of this cube is permanent changes. It's literally why I created it, to have an ever evolving mess of cards. I am not going to make these changes temporary.
 

Chris Taylor

Contributor
Sometimes you gotta just lean in. I wouldn't run a 3/1 flying for 1, but I don't run moxen either and those are fun now and again
 
I do have a +1/+1 counters theme going on in my cube, including some proliferate stuff. Obviously, I want other counters to proliferate, too.
Which kinds of counters do you run in your lists? Obvious examples are +1/+1, -1/-1, loyalty, charge and lore counters (Sagas).

Personally, I don't run any planeswalkers, but some of the sagas and I also want to expand on the -1/-1 counters a bit.
Those are the cards I already run:


I obviously don't want to expand on it too much, its home is black obv. Skinrender is a bit too strong for my taste, a card I never tried and find to be very weird is Incremental Blight which also looks quite strong. Grim Poppet looks appropiatelyx costed, but I don't like it being an artifact creature (I don't want to have too many colourless spells). Merciless Javelineer COULD HAVE BEEN PERFECT if they made it

1BR
Creature - Minotaur Warrior
1, Discard a card: [...]
3/2 or 2/3

but they made it too expensive, which makes me sad.

Now, there are some cards I'd like to hear your opinions on, as I never played with them:



Slasher and Blast are in different colours, but they do look pretty playable. Punisher is 2BB destroy target creature while being easy to recur as a creature. Corrosive Mentor looks very interesting, although it's a shame that it only affects black creatures. Don't know if the Mummy is too weak, and what I'm not sure if I like about the Zenith that it's put back into the library after use.
 
I have a minor "bad counters" theme, which synergizes with "+1/+1 counters".



The specific payoffs for bad counters. Generous Patron is good in +1/+1 counters as well, but it's amazing in this deck. Necroskitter is super exciting, but pretty narrow and only really good in this deck.




The enablers.

Banewhip Punisher is kind of a payoff too, and a great card in the archetype, while still a decent removal spell in any black deck.

Skinrender is very strong, not sure what else to say.

Cartouche of Ambition is risky, but ties into lifegain, heroic, and is great in fliers. Run only if you don't have much instant speed removal.

Stinging Shot is my janky response to fliers, since green is so bad at dealing with them. In this deck, it's really good, and hey, it's not like anyone else will pick it.

Grind // Dust is amazing here. It's ok in any WB card, but is Plague Wind in this deck.

Contagion Clasp is pretty slow, usually picks off a x/1. I haven't seen it do much, but since it's an enabler and a payoff, I'm still trying it out.

Serrated Arrows is awesome in my cube. Super solid in most decks, and feels so good to proliferate.



Proliferate is the other payoff for bad counters.


It would be pretty rare to see this deck come together as the main strategy, but as part of a +1/+1 counters deck (since there is a lot of overlap) it's felt really cool and exciting. That said, I think it is a deck somewhat limited in power level, since these cards would be bad in most cubes.
 

Forgot to comment about these:

Black Sun's Zenith was too strong for my cube. It was better than a wrath since you could adjust it to not kill your creatures, and my large creatures aren't cheap. It oppresses aggro pretty badly.

Puncture Blast was fine, just not in the right colors.

Twinblade Slasher plays ok, the threat of activation is interesting, but it is a bit too weak.
 

Onderzeeboot

Ecstatic Orb


This has to be one of the worst rarity upshifts in Magic history. Holy crap what a do nothing card o_O (Yes, I'm aware it does something, it's just... imagine spending money on an 8th edition booster and pulling this...)

(Edit: Sorry, I was doing a very specific search for my Heritage Cube when I stumbled upon this piece of jank :D)
 
Well, the rarer they are, the fewer of them exist. :D

It's not that terrible an effect in constructed - build a deck around it with a bunch of hosers for the same color and you've got a silly casual deck.
 
I create them as custom cards to make sure they are not confused with counterfeit. Mine look otherwise real but have a custom set logo.

I print them professionally at a printing company on 100gram silk paper.
 
I use MSE when possible, with my cube expansion symbol. Sometimes the templates aren't good enough and I use mtg.design or original images.
I print them on regular paper and sleeve them in front of a card. If I cut carefully, they look like proper cards.
 
Those are all 4drops I like to play (didn't see every single one in action and I think about adding some of them).
My question is: would you consider them all to be roughly the same power level? The cube is very synergy-based, so some cards that can't come up with sheer power do have lots of cards that combine with them.





To me it is quite important to not have clear first picks because of power. I want picks to be done because people see all the synergies and think 'oh my gawd, so many possibilities, and I LOVE that card and the possible decks I could build with it!'
I'm quite a purist when it comes to that design, so I wanted to hear from people that might have some more experience with the listed cards, and even compare them. For example, I know that Aristocrats, Spellslingers, Selfmill, Saboteurs, Lands and Counters are common riptide archetypes, so I'd like to hear your opinions on this topic. :)
 
All in all they seem pretty synergy encouraging. I think Yawgmoth, while especially sweet with sacrifice/proliferate stuff, is pretty strong in any deck. Especially if you do run planeswalkers.

Rankle also seems to me to be above the average powerlevel, clearly. He is hasty, evasive and undercosted and offers so much versatility, that he will always be useful in every deck and in almost every situation. I'm not a fan.

I run and really like Aristocrat and Mystic Snake. They can be super powerful, but without the right circumstances they are just decent.

I'd be curious to hear feedback to Squirrle Wrangler
 
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