http://cubetutor.com/viewcube/13428
This is a cube I have been playing around with for quite a while. The goal was to create a challenging cube to both draft and play, that focuses on interactions over raw power level. Please keep in mind that this is a budget cube and no single card is over $5 dollars. A big thank you to the Innistrad Theme Cube and the Modal Cube for inspiration.
In General...
-I previously cut many cards that were too strong and game-warping. If a card can win a game all by itself, it has to go. That being said, game-warping 2+ card combos are encouraged!
-All cards have to either be 1. a central card for an archetype or 2. viable in multiple archetypes. I tried to cram as much as I could into 360 cards, and crossover should help with replayability.
-The power of removal and card draw is especially low. This prevents good-stuff decks and forces people to get creative.
-No custom cards.
-No tribal.
Card Choices
-Every card should have multiple ways to interact with the board. For example, I originally had cards like Krosan Reclamation for grave hate, but they were too narrow. Instead I opted for Loaming Shaman for the body + hate. This applies to mill as well.
-I included several "mini archetypes" like artifactsand madness to dabble in. I tried to choose cards that play well even if the support doesn't show up.
-No "sit around" guys. I cut Enclave Cryptologist for Research Assistant because I didn't like how the Cryptologist sat around generating advantage. The Assistant is a decent blocker and gives a tougher choice on how to spend your mana (at least that's the idea).
-Trying to avoid easy first picks. The best cards should be build-around-me stuff with high risk and high reward.
-Packing as many activated abilities in as I can.
The Archetypes (for hints look at the multicolor section)
-W/U: Flyers, Control, The possible Booby Trap deck (It will happen eventually!)
-U/B: Mill, Reanimator, Control
-B/R: AGGRO, Self-Discard
-R/G: Super Ramp/X spell galore, midrange good-guys
-G/W: Tokens+Overrun, Aggro
-W/B: Tokens+Sacrifice, Aggro
-U/R: Flashback Spells, Control
-B/G: Dredge, Reanimator, Midrange
-R/W: Aggro, Equipment
-G/U: +1/+1 counters, 5-color
Some cards to give you an idea:
















Questions:
-I am thinking of breaking singleton, but haven't made up my mind where yet. Is it necessary?
-It was hard to find Aggro guys that also make cool interactions. Unleash guys work great, but any other suggestions? Delver seemed too reliant on luck.
-Are there any themes that need more support or have too much support?
So far this cube has been a blast and a refreshing break from the "standard" cube. I would really appriciate any and all feedback. Thanks for checking it out!
This is a cube I have been playing around with for quite a while. The goal was to create a challenging cube to both draft and play, that focuses on interactions over raw power level. Please keep in mind that this is a budget cube and no single card is over $5 dollars. A big thank you to the Innistrad Theme Cube and the Modal Cube for inspiration.
In General...
-I previously cut many cards that were too strong and game-warping. If a card can win a game all by itself, it has to go. That being said, game-warping 2+ card combos are encouraged!
-All cards have to either be 1. a central card for an archetype or 2. viable in multiple archetypes. I tried to cram as much as I could into 360 cards, and crossover should help with replayability.
-The power of removal and card draw is especially low. This prevents good-stuff decks and forces people to get creative.
-No custom cards.
-No tribal.
Card Choices
-Every card should have multiple ways to interact with the board. For example, I originally had cards like Krosan Reclamation for grave hate, but they were too narrow. Instead I opted for Loaming Shaman for the body + hate. This applies to mill as well.
-I included several "mini archetypes" like artifactsand madness to dabble in. I tried to choose cards that play well even if the support doesn't show up.
-No "sit around" guys. I cut Enclave Cryptologist for Research Assistant because I didn't like how the Cryptologist sat around generating advantage. The Assistant is a decent blocker and gives a tougher choice on how to spend your mana (at least that's the idea).
-Trying to avoid easy first picks. The best cards should be build-around-me stuff with high risk and high reward.
-Packing as many activated abilities in as I can.
The Archetypes (for hints look at the multicolor section)
-W/U: Flyers, Control, The possible Booby Trap deck (It will happen eventually!)
-U/B: Mill, Reanimator, Control
-B/R: AGGRO, Self-Discard
-R/G: Super Ramp/X spell galore, midrange good-guys
-G/W: Tokens+Overrun, Aggro
-W/B: Tokens+Sacrifice, Aggro
-U/R: Flashback Spells, Control
-B/G: Dredge, Reanimator, Midrange
-R/W: Aggro, Equipment
-G/U: +1/+1 counters, 5-color
Some cards to give you an idea:
Questions:
-I am thinking of breaking singleton, but haven't made up my mind where yet. Is it necessary?
-It was hard to find Aggro guys that also make cool interactions. Unleash guys work great, but any other suggestions? Delver seemed too reliant on luck.
-Are there any themes that need more support or have too much support?
So far this cube has been a blast and a refreshing break from the "standard" cube. I would really appriciate any and all feedback. Thanks for checking it out!