My old 180 peasant Cube was kind of close to masters set limited, but it’s not like Midnight Hunt draft or anything.Does anyone here have a cube that is retail power level?
My old 180 peasant Cube was kind of close to masters set limited, but it’s not like Midnight Hunt draft or anything.Does anyone here have a cube that is retail power level?
My cube has been called retail power level. I would say it's a bit higher, but it's not far off when you look at the power level of my cards.Does anyone here have a cube that is retail power level?
RetailProbably set/block cubes. The issue is do you want recent retail or old? Old retail had quite good commens/uncommens (no need to take the ratio of rarety into account) Nowadays the best cards are rare/mythic, so you need to take into account the ratio of bombs to garbage.
Zoning inMy cube has been called retail power level. I would say it's a bit higher, but it's not far off when you look at the power level of my cards.
One rare in each pack is retail rarity distribution, but you can easily have a format with multiple rares per pack that still plays out like (modern) limited environments. If you mean a cube that mimics retail limited in both power level and rarity distribution, I think you're likely to end up with set/block cubes, like Rusje mentioned.Retail
I'm looking for a cube that has a retail power level. One rare card in each pack etc.
The formula is simple: take your favorite block/string of sets.I don't want to argue about terms. Let me be precise what I want:
1. A low powered cube that leave the players with decks that are not stronger than any other Standard-legal (or Standard-legal in the past) draft deck. Imagine the power level of the most recent set, Innistrad: Midnight Hunt.
2. One rare per pack. Three uncommons per pack. The rest commons.
3. Medium to low amount of mana fixing. Mostly mono-colored cards.
4. 15 cards per pack. Three packs per draft. Designed for 8 players.
5. Many cards with short, simple text. Even some vanilla and french vanilla creatures.
I probably forgot some things.
Probably @Brad’s onslaught cube.Okay new question
Who has the lowest powered cube on this forum?![]()
You want vanilla creatures and so on. Maybe you should look at https://riptidelab.com/forum/threads/lessons-from-a-block-cube.3372/Alright. I could go ahead and make my own cube but I also like the idea of 'stealing' someone else's cube for my level 0 cards if they are low enough powered. I really like @ravnic 's cube but I wanted to be sure that I have seen all your low-powered cubes before I make my move. I don't want the level 0 cards to be set-specific. So for me I don't need an Urza's cube or Onslaught cube. Although I can truly, truly appreciate such cubes because they are retaining the set and they are honoring the set. I wish I would have done that for every set!
Mine's not retail distribution but I'd be unsurprised if the ratios are significantly closer than most cubes. It's also not all Onslaught cards. Rather, it expands on the themes of Onslaught to be less parasitic but flavorfully similar. Surely one of the lower powered lists here, but it might be designed in too weird of a space as a jumping off point.Alright. I could go ahead and make my own cube but I also like the idea of 'stealing' someone else's cube for my level 0 cards if they are low enough powered. I really like @ravnic 's cube but I wanted to be sure that I have seen all your low-powered cubes before I make my move. I don't want the level 0 cards to be set-specific. So for me I don't need an Urza's cube or Onslaught cube. Although I can truly, truly appreciate such cubes because they are retaining the set and they are honoring the set. I wish I would have done that for every set!
The main function of the color pie is to make sure players have a reason to play different colors and to make each color feel unique. As long as your Cube is a walled garden, giving every color a new set of strengths and weaknesses is likely an interesting concept, so long as the flavor of each color remains similar. For example, White having the ability to counter spells and Blue being able to give -N/-N as a polymorph type thing would make sense as the colors are currently defined from a flavor standpoint.My main question, I guess, is: How much of the color pie actually matters? What if we shuffled the effects all over, gave every color a couple strengths and couple weaknesses? That'd probably sort itself out in testing, right?
Right. You could take like 3 strengths and 3 weaknesses of each color, toss them into hats, and redraw them at random for reassignment and it would probably still be an interesting game. Each color would have new roles and you'd have to figure out how that fits from a flavor perspective. Double check for any glaringly lethal combinations like removal+draw+counterspells in the same color or something and run it. As long as everything has its own thing, it shouldn't matter too much?The main function of the color pie is to make sure players have a reason to play different colors and to make each color feel unique.
It's actually Pokemon colors. Electric, Fighting, Fire, Grass, Water as the primary five. Dark, Fairy, Psychic, and Steel are special mana types. So it's looking at what big thematic components there are in the current pie and assigning them where they make flavorful sense. It'll probably make its way to the Customs thread once I feel better about it. Probably its own thread that I'd link in Customs, actually. The Pokemon all have a completed design, but I'm trying to tweak things to make the themes more distinct.Give White discard instead of Black. You know you want to.
I mean, this is basically what Planar Chaos didThe main function of the color pie is to make sure players have a reason to play different colors and to make each color feel unique. As long as your Cube is a walled garden, giving every color a new set of strengths and weaknesses is likely an interesting concept, so long as the flavor of each color remains similar. For example, White having the ability to counter spells and Blue being able to give -N/-N as a polymorph type thing would make sense as the colors are currently defined from a flavor standpoint.
True! Unfortunately, Wizards often views Planar Chaos as a mistake because the color pie breaks had a permanent effect on eternal formats. Brad doesn’t need to worry about this for his project because it’s a totally controlled walled garden.I mean, this is basically what Planar Chaos did![]()
Also be careful with combinations of strenghts/weaknesses which makes a color garbage. Green could do without creature destruction because its creatures where the biggest, cheapest, and so on. Sadly, this broke down when wotc decided to make creatures stronger overall in all colors.Right. You could take like 3 strengths and 3 weaknesses of each color, toss them into hats, and redraw them at random for reassignment and it would probably still be an interesting game. Each color would have new roles and you'd have to figure out how that fits from a flavor perspective. Double check for any glaringly lethal combinations like removal+draw+counterspells in the same color or something and run it. As long as everything has its own thing, it shouldn't matter too much?
I mean... mono green is a tier 1 (maybe tier 1.5) deck in the current Standard meta and it runs a spicy creature destruction spellAlso be careful with combinations of strenghts/weaknesses which makes a color garbage. Green could do without creature destruction because its creatures where the biggest, cheapest, and so on. Sadly, this broke down when wotc decided to make creatures stronger overall in all colors.