Worried that random drafters might not force UWx for you?Personally I like making my own picks.
Worried that random drafters might not force UWx for you?Personally I like making my own picks.
I support Thousand-Year Storm and nothing else.
is my spirit animal (note to self: draft a Jund deck next time!)Worried that random drafters might not force UWx for you?
for "storming" off with spells I also like
Funny, to me at least, that it's anti-synergistic with the Izzet mechanic of Overload.I just realized how crazy this is with:
+12/+12!
and delve in general:
etc
What are your favorite examples of guides/intros that people have written for their cubes?
I'm in the process of updating my cube guide, and finding that my previous format is not really relevant to my current design goals.
To be honest, I can't think of an example of a 'guide' that has really stood out as a prime example of how to do it.Just bumping this question, because I'm still curious to see which guide formats have been the most useful/enjoyable for folks.
I really enjoyed using the archetype snapshot format in the past like:
Madness Berserkers: Aggressive deck converting Wheel effects to bursts of damage
The brevity is nice to take in a lot of information quickly and get a general sense of what is happening in a cube. The problem with this format for my next guide is that archetypes bleed into one another much more now. The snapshot format oversimplifies, and implies there are these X supported decks, and this is what they do, and this is how you should draft them to win....which is a bit antithetical to my current design goals.
Organizing themes based on shards, wedges, etc feels forced, and not as informative.
Right now, my most promising attempt at a guild analysis has been through illustrating it as a nexus of intersecting mechanics, and relies a bit more on a narrative. It doesn't provide decklists or snapshots, but provides spotlights on general mechanics and discusses the way they synergize with other mechanics in a color pairing. It gives a little more insight to the nuances present, but leaves room for imagination. I want the guide to be a useful reference for cube designers, but also a useful primer for my drafters. This format is a bit lengthier than I'd like. I prefer to say as much as I can in the fewest words. So I'm interested to see what cube breakdowns have been your personal favorite.
I think for me, you and other similar design approaches it's about what the themes and intentions are
Personally it annoys me when somebody describes an archetype as 'graveyard' or 'madness' when it's more sophisticated and distinct than that).
I guess maybe the other thing would be to describe some of the more unusual card choices (though again that's subjective) or some of the things which are exciting you as a designer - what's 'unique' or different about your cube, and what kind of things could the drafter experience. Maybe another thing is talking about some of the challenges/struggles in trying to force a particular theme in?
Now of course, I'm going to have to take my own advice when I write mine up...
If you want to keep the exploration aspect of your cube alive, maybe that is too much differentiating for the player guide. For the cube designer guide, go nuts!I feel you. I'm currently differentiating between mill vs self-mill vs dredge, discard vs looting, recursion vs reanimation, hand flicker vs blink...lol
I personally like the small archetype snapshots with 6ish cards. You lose some subtlety, but the message is transmitted efficiently.
I've always subscribed to this philosophy of minimal primer because no one will read it if it's too large, but there's the matter of opening things in the right pack. What if Empyrean Eagle is in pack 3?I feel like if someone handed me a guide for a game I already know how to play, I wouldn't read it. I also can't imagine my playgroup being interested in that, but maybe that's unique to us.
If the decks you're supporting are too complex for your players, maybe different decks is a better solution? Or add some intentionally simple decks or brutally obvious signposts to the draft. Empyrean Eagle. for example, is a guide on its own. There's no question what you're supposed to draft with that one.
I feel like if someone handed me a guide for a game I already know how to play, I wouldn't read it. I also can't imagine my playgroup being interested in that, but maybe that's unique to us.
If the decks you're supporting are too complex for your players, maybe different decks is a better solution? Or add some intentionally simple decks or brutally obvious signposts to the draft. Empyrean Eagle. for example, is a guide on its own. There's no question what you're supposed to draft with that one.
That's a good primer Zoss! It might be helpful for color pairs like Simic and Gruul to give an example of the types of cards or interactions those decks want to be playing. "Ramp and Draw" or "Ramp and stomp and like lands a bit" is a little vague, since players might not know exactly what that means in the context of your environment. Having said that, I think certain color pairs like Boros are easy to understand: go wide, make equipment, equip creatures, kill opponent.For my usual group, only one other person curates a cube and it's really out there. Also, only a few people draft regularly--for two of them, my cube was their fourth (?) draft experience ever, though they'd been playing EDH for about six months by then and could handle complexity. This is what I wrote as a primer both on drafting and on my cube in particular:
DIFFERENCES BETWEEN CUBE AND NORMAL MAGIC
Lands--cubes host a bunch of lands. In mine, you can expect to see 2 in each pack or so. They tend to be good, so if you see a land in your color combination, prioritize it!
Duplicates--there are no duplicates in most cubes, and that's true here with the notable exception of Ash Barrens, of which there are 10 for fixing purposes.
Card quality--cards tend to be both better and more complex. Read things carefully, as you won't see any vanilla cards!
Colors don't matter--there SHOULD be an aggro deck and a control deck for every color pairing, I think. However, that means that you can't just pick every card in a color combination and expect to do well.
This is not a powermax/MTGO cube--we have no instawin combos (I think), and no colors should be significantly better than others (lookin' at you, blue).
THEMES-- THINGS TO LOOK OUT FOR
Azorius--Blink. Recycle your enter/leave the battlefield triggers for fun and value!
Dimir--Ninjutsu/steal your shit. Your 4-drop? My 4-drop. Plus, your creatures transform into sneaky ninjas.
Rakdos--The Mosh Pit. Sure, you'll get a black eye--but you should've seen the other guy.
Gruul--Gruul. ...what? Okay, we ramp and stomp and like lands a bit.
Selesnya--+1/+1 Counters. Help a comrade out, won't you?
Orzhov--Worthy Sacrifice. Gain value from things dying--and from bringing them back.
Golgari--You Gonna Eat That? Those Orzhov punks like things dying and being brought back. We just like things existing in the graveyard.
Simic--Value Town. Look, I can't actually stop you from playing EDH, but if you play Simic we will have to hold a ramp-and-drawing-cards intervention.
Izzet--Spells Matter. They sure do, so play a lot of them and get rewarded for it.
Boros--Crush Them. Make lads, make the lads go to the gym, give them equipment, and take no prisoners.
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Anyways, my philosophy was to keep things simple and fun. Did it help anyone? Maybe, I dunno, but it kept me from overthinking it. As Alfonzo Bonzo and inscho are saying, what you write will really depend on your audience. I know that mine has a short attention span, so I wrote descriptions like the ones you'd find on the back of the old theme decks (if you're reading this and part of my playgroup, no offense). We also tend to not spike things too hard, and I knew that this would be a much more complex adventure than any we'd taken together before then in terms of draft set, so I wanted to keep the atmosphere lighthearted.
Maybe just a link to the 2014 world championships top 8 would do
That's probably the coolest thing I've heard all dayNo joke, my primer draft includes a link to the 2001 extended metagame
It might be helpful for color pairs like Simic and Gruul to give an example of the types of cards or interactions those decks want to be playing. "Ramp and Draw" or "Ramp and stomp and like lands a bit" is a little vague, since players might not know exactly what that means in the context of your environment.
Download the front side art, upload it somewhere, put the image url of your upload in the Image URL field of the card in Cube Cobra.Is there a way to remove the backside of a DFC on CubeCobra? I'm planning to use some Sharpie...
There's a front side and back side URL now.Download the front side art, upload it somewhere, put the image url of your upload in the Image URL field of the card in Cube Cobra.