General CBS

It's absurd to not allow clearly-marked-but-wholly-readable proxies at Cube events, but I guess I see such low-effort proxies at EDH tables around me that there's some logic to drawing the line at the easiest point. To be honest, trying to read low-res Magic cards is headache inducing during a game, but even so!
 
"No proxies" feels really weird to me because you're going to have complete strangers drafting your cube, which is a process that involves directly (man)handling the cards. That just seems like a recipe for disaster.
 
I believe the "no proxies" rule at CubeCon is so that WotC employees are allowed to play, and they want to keep that relationship healthy.
CubeCon was (and still is?) partially sponsored by WotC, hence the ban.

From what I’ve heard it didn’t sound like a lot, but I’m sure organizing an event like that is a money sink so every bit helps.

Real refreshing to see Shoebox eschew the corporate influence though. I do think it’s pretty against the spirit of cube to be anti proxy, and like Mapi said it just doesn’t make any practical sense either.
 
Okay guys, I have a cube idea and I want to check if I'm nuts before I invest more time into it.

You are a planeswalker – that's what I was told when I started playing magic, but that's not how planeswalkers work. Instead they move focus away from me. But what if they didn't? My idea is essentially a cube where, before the actual draft, you draft mini packs with planeswalkers, chose one ans then ... start each game with them on the battlefield.

I'd go even further and say loyalty = life. So your planeswalker's starting loyalty is your starting life total. You die when that hits zero. And for all effects and purposes, gaining life and putting loyalty counters on your pw would be considered the same. You'd also only get access to basic lands of your planeswalker's color identity, but I would like to break with commander expectations and allow splashes that are drafted through duals.

Of course I would need to pick planeswalkers and any cards for the cube carefully, so that games don't end on turn two all the time. Lifegain and proliferate would help.



What do you all think?
 
Seems incredibly novel and fun, and you can work around the card selection to keep the games the right speed such to not immediately kill your opponent. I don't know if I'd want to go to a Cube night and just draft a novelty like this, but I'd love to be wrong about that, since it really does change a lot of fundamentals about the game.
 
It says right here in the flavor text that this makes a crater. They screwed up a bit when they added "nonland" and "an opponent controls" to detract from the elegance of this little card. And you can see that somebody agrees with me, because Meteor Sword went the other way.

CBS
 
What do you all think?

I like the idea, but I'm not sure I like life = loyalty? Some colors are just plain better at gaining life than others, with red standing out by effectively being locked out of that aspect of the game.

The real issue, though, is... actually, let's just look at an example:



I start with 3 life. I'm going to spam the +1 ability over and over again because it makes a blocker, and if and when I have 8 life and ~7 lands I'm just going to slam the -7 ability every turn to draw my deck. On the other hand, I'm unlikely to use the -2 ability because my life total is so low. And given that "I've gained a net total of 5 or more life and ramped to 7 lands" is a pretty big ask, that means that my big transformative planeswalker choice effectively turns into "each turn, you gain 1 life and make a 0/1 Plant token".

I think you could resolve the issue by just saying "your life total is loyalty + [some number]"? That would also help with the whole "dying on turn 2" thing.
 
You could also play with the design space of Vanguards

I personally think that if Vanguards developed in an age where Magic had more liberal patches then they would have stuck around longer. But be careful, some of these guys are flipping nasty, even seemingly innocent ones like Squee (or hilarious ones from a very different era of Magic like Mishra). I have my own opinions on how to mess with them, and Wizards are probably messing with them in the background too, but they are probably close to what you might want.
 
Squee starts with an Ancestral Recall,

I consider Titania (+2 cards at the start, you may play an extra land per turn) to be the most powerful card in magic.
 
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