So I don't have a cube. I do have a list (see sig), but I don't have a play group and so cubing is mostly an intellectual exercise. That's cool, I like intellectual exercises. That cube is mostly a good stuff cube, trying to hit cards I like and good cards from most sets and/or mechanics. That means that the themes are mostly post-facto. I've not updated since conspiracy came out thought because a) netrunner, b) prepping for D&D, but mostly c) I want to do something a bit more targeted, as briefly discussed in CBS.
Inspired by Laz's threads about building cubes, lets start posting about it!
First up, basic fixing lands: 2x shocks, 2x fetches. I'm not interested in running duals and shocks, and shocks have actual play to them instead of just being better than basics. This will expand, but I want a solid basis in the first place.
Next, the first post on the cubetutor list: Inspiration. This stuff is contributing the pillars of archetypes, and is generally about doing cool stuff, either in the draft or in the game.
Why hello there! This is what we want to be doing, right? We want sweet decks that do bonkers stuff. We also want fixing to be good so you don't have to grab a conspiracy to dig them out; more on that in a sec.
Lets be fair: scapeshift is on my hitlist. It might go in, but it might be too bonkers. The main thought here is that worldknit, ever land in your deck that isn't Valakut can be a mountain, but is still dope fixing. Maybe we want two worldknits to enable this more. I think we do. Hang on, I'll add it in.
So there's our second worldknit. Also, this is our fun stuff in draft category (for now). There was discussion about how Paliano is actually dope due to signalling, and Deal Broker is great for going 'oh shit, I have a tight deck but too many dregs I have to run with worldknit, who wants it' which sounds like the silliest/best thing to do.
Other conspiracies I feel comfortable running. Considering we may have to run some stuff that's a bit knob to limit worldknitting and to fuel Deal Broking (if we can set up synergies to get that going), and that I suspect we're going to run a lot of 3-4 ofs, we might want the other creature ones, or possibly the cantripping one (at a real stretch). Perhaps the cantripping one makes sense, as we probably want games to be a little bit slower so that people can do silly things like cruel ultimatum or coalition victory without just dying to 2 power 1 drops, so we probably don't want a lot of things to be 'good' in normal cube terms.
More to come as I think about things.
Inspired by Laz's threads about building cubes, lets start posting about it!
First up, basic fixing lands: 2x shocks, 2x fetches. I'm not interested in running duals and shocks, and shocks have actual play to them instead of just being better than basics. This will expand, but I want a solid basis in the first place.
Next, the first post on the cubetutor list: Inspiration. This stuff is contributing the pillars of archetypes, and is generally about doing cool stuff, either in the draft or in the game.
Why hello there! This is what we want to be doing, right? We want sweet decks that do bonkers stuff. We also want fixing to be good so you don't have to grab a conspiracy to dig them out; more on that in a sec.
Lets be fair: scapeshift is on my hitlist. It might go in, but it might be too bonkers. The main thought here is that worldknit, ever land in your deck that isn't Valakut can be a mountain, but is still dope fixing. Maybe we want two worldknits to enable this more. I think we do. Hang on, I'll add it in.
So there's our second worldknit. Also, this is our fun stuff in draft category (for now). There was discussion about how Paliano is actually dope due to signalling, and Deal Broker is great for going 'oh shit, I have a tight deck but too many dregs I have to run with worldknit, who wants it' which sounds like the silliest/best thing to do.
Other conspiracies I feel comfortable running. Considering we may have to run some stuff that's a bit knob to limit worldknitting and to fuel Deal Broking (if we can set up synergies to get that going), and that I suspect we're going to run a lot of 3-4 ofs, we might want the other creature ones, or possibly the cantripping one (at a real stretch). Perhaps the cantripping one makes sense, as we probably want games to be a little bit slower so that people can do silly things like cruel ultimatum or coalition victory without just dying to 2 power 1 drops, so we probably don't want a lot of things to be 'good' in normal cube terms.
More to come as I think about things.