Thanks to everyone for humoring me
. I have a little under a third of the list up on CC - I'm planning to make a cube blog when I'm close to a full list.
Some things that are shaking out in my more-or-less random "grab any cards that look cool":
1) 7-drops are going to be out-of-context problems. They're kinda hard to cheat into play given my CMC constraints, so one of my biggest concerns is that they should also be kinda tough to get rid of. I've been tuning the removal to be at its most efficient against 2s and 3s, so hopefully that will be enough. This is actually really helped by the fact that I don't have any 4s, 5s, or 6s - removal spells that would normally stop being effective around T4 are now going to be effective throughout the whole game, which is pretty neat.
2) I'm playing around with the idea of using the "all instants and sorceries are Arcane" houserule for this cube. Having
Glacial Ray in your hand effectively means that any instant or sorcery you cast has "Kicker 1R. When this spell is kicked, you get a free shock"
3) Planeswalkers? I'm almost definitely going to be running
Chandra, Acolyte of Flame (because her "ult" is
perfect for this cube), but I'm not sure about including others. Maybe
Jace, Mirror Mage? I'm leaning pretty low-power for most of my choices, so I'm not sure most planeswalkers would be appropriate.
4) One of the fun things about this gimmick is that there are effectively four different CMCs to worry about: 0 (lands and tokens), 2, 3, and 7. As a result, any card that has a variable cost based on the CMCs of its target has a few different breakpoints. In some cases, it can be kinda subtle and cute -
Spellstutter Sprite effectively has "counter target 2-drop if you control another Faerie", while scaling up to dealing with bigger spells if you happen to have more Faeries out. I dunno if I'll run enough Faeries for that interaction to work, though.
5) There are a few cards that I'm
very interested in trying out:
The Prerogative seems like it'd do some interesting things, and it helps cement the difference between 2-drops and 3-drops. I can see it filling a few different roles, but I'd like to see how it'll pan out. Similarly, Lavabrink Venturer has some potential for shenanigans.
Disciple of Deceit is
way stronger when your deck is primarily going to have 1-2 different CMCs. In my head, it's going to have a nice toolbox feel to it, especially with Splice cards.
Eldritch Evolution is my response to not being able to run Pod, or any of its variants. It lets you turn tokens into 2-drops, and 2-drops into 3-drops. I also kinda appreciate that you can't use it to cheat out 7-drops, because that would be kinda ridiculous.