General CBS

since we all are game designers here, in a way:
"When I think about the ambition of a lot of game designers, it's often constrained to wanting to do something that has the impact of a great movie. The running joke is, when will we have a masterpiece of a game that's like Citizen Kane, that has that kind of respect and impact on culture. But if you think about basketball, and the impact it has had on the world, it dwarfs Citizen Kane, in a way. And in a different way, it's equally beautiful, it's equally meaningful, it's equally important. But it's so much bigger, people architect cities around basketball."
- Frank Lantz

source:
maybe not worth watching if you don't care about fighting games, i don't agree with parts of what he says, he's a bit of a formalist/ludocentrist/whatever they're called these days, but that's a good quote

edit: wtf there's vimeo embed on here???????
 
Somewhere on here there's a post about Elementals, right? But unlike Grillo's post about Splicers, it's a reply, not a thread-starter.
 
I'm not sure how much will cum of this but I decided to start working on a mock up for a Modernish Cube, based on the trail Eric had blazed and areas I wanted to explore in that format and my own preferences. I think this is gonna be the double compulsive research format that resembles more standard riptide cubes but tries to apply lessons from weirder curated draft formats like peasant and Modern/Vintage Masters.

I'm thinking 400 cards, 60-something per colour, 10-15 artifacts, 30 multicoloured cards, 45ish lands.

I think I'm going to go with a spell velocity matters theme as opposed to board presence themes but I'm curious to see if I can work in wildfires too.
Currently torn on if I should make up 5 enemy manduals or if I should just plop in the filter lands. Also if I want to run actual dual lands or make life a big issue for multicolour decks...

Don't assume a section is finished because I have moved on to another cmc I'm not spread sheeting this yet because I'm still foolin around.
modernish cube start.png
 
I might also just make a 2nd black planeswalker lol

What are some more playable token spells and anthems
Currently my white section has: Alarm, Souls, Screech, Procession and Secure. Red Has only Outburst.
My only group buffs so far are: Spear, Monastery Mentor, Accorder Paladin, Mirror Entity and Whip.
 
Yeah it's just that war marshal doesn't really interact well with spells matter or prowess themes very well, but I'll try it out anyway! Anyone know any spells? I'm even considering Talrand invocation etc, but I'd like to beef up red's section, only dragon fodder is really embarrassing.

Okay well here's where I'm at so far with the Manduals.


Faerie Aerie
Land
Enters the battlefield tapped.
{T} : Add {U} or {R}.
{U}{R}: Faerie Cliffs becomes a 2/2 blue and red faerie creature with prowess until end of turn.

Eerie Jungle
Enters the battlefield tapped.
{T} : Add {U} or {G}
{1}{U}{G} : Eerie Jungle becomes a 4/4 Blue and Green snake elder (lol) creature and whenever an opponent targets Eerie Jungle you may draw a card until end of turn.

Refugee Camp
Enters the battlefield tapped.
{T} : Add {W} or {R}
{1}{W}{R} : Refugee Camp becomes a 3/3 white and red rebel creature until end of turn.
Whenever Refugee Camp is put into a graveyard from the battlefield return it to it's owners hand at end of turn.

Haunted Manor
Land
Enters the battlefield tapped.
{T} : Add {W} or {B}
{1}{W}{B} : Haunted Manor becomes a 2/3 black and white spirit creature with flying and lifelink until end of turn.

Manor is probably the worst, I think I'm most proud of the camp because it also kinda helps sac and wildfire themes, no idea for BG. All the wording is in early alpha.
 

Onderzeeboot

Ecstatic Orb
Okay well here's where I'm at so far with the Manduals.

I've come up with

Undying%20Soil.png
and
Boulder%20Alley.png


I've got no Wildfires or Armageddons running around, so the "genju" clause doesn't do much in my cube. I decided to make the {R/W} the most aggressive of the bunch with the minimum activation cost. It's only slightly better than Ghitu Encampment, but I think that +1 power makes a lot of difference. The {B/G} land ties nicely into the graveyard feeding mechanics of Golgari (and in my cube Sultai (self-mill) and Jund (sacrificing minions)). It also closes out games pretty fast once you get enough stuff in your yard because of the trample.

The other three enemy pairs are not supported in my cube, so I haven't had to come up with something :) For consistency's sake (with the existing manlands) I would be tempted to ditch the creature types and just make them elementals as well.
 
Well I like to think having a man land that survives bolt (but not without perceptible cost) is also just upside on the Camp!
Any ideas regarding my Haunted Manor?

So far I have this!
I feel like I want a lil more cantripping but maybe I can work in a couple more cycling creatures. I think I'm more or less covered between 2x brainstorm, a preordain, Fire // Ice, 2x walls, manamorphose, faithless looting and nights whisper, but maybe gixtanian, cremate or strategic planning will be necessary to help the delve themes. I still have a lot of multicoloured slots and colourless to play with though.

How many aggressive 1-2s do you guys find is necessary? Am I too high on burn lol?
Green and white spells are something I'm looking for, like how many rampant growths do I actually want? Is harrow a real thing? I want to maintain modern's feel but I don't really mind breaking rules for exciting gameplay and supporting themes.

modernish cube 2.png
 
As far as designing enemy manlands I'd want them to play well enough outside of specific archetypes, but generally have something going for them within the lines of that color combo's general playstyle.

Your camp is neat because it's sizable enough to be a threat but isn't something your opponent particularly wants to waste removal on or block since it recurs. But to give it more of an identity I think it shouldn't be able to block to make it strictly an attacker, and should have less toughness to encourage your opponents to block and slow its roll slightly. Multiples would be pretty nuts, really.

Manor I'm less sure of-{W}{B}'s creature identity is a little vague IMO. You could go the harsh sustenance route and make it crusader of odric with keywords? Make it a strong blocker (2/5 flying deathtouch?) with a hefty activation that you have to commit to? Give it grand abolisher text to force your opponent to commit their spells early? Just anything but baneslayer angel land please.

I don't know how I feel about the jungle. It tries to strike somewhere around wistful selkie and vedalken heretic, becoming a weird copy of brainbite when it gets nuked- it just feels very generic. I think mine (years ago) resembled raging ravine to an extent, but only grew when it doesn't attack? or something?

Prowess land is neat, maybe too good! Flying stronk!

I think my green/black land was a weird hornet nest/typhoid rats combination, can't remember its size or cost.
 

Onderzeeboot

Ecstatic Orb
Working on my cube with the highest amount of custom yet made me realize how fucking great the next ten years of Magic could be, even if they just decided to rehash old mechanics. This game is frigging deep.
 
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