Hello, this is my first time posting here and I'm hoping to get some feedback and discussion on my Cube which I have named the "Creatures Matter Cube!" There is a lot below, and I appreciate anyone that finds the time to read any amount of it and give feedback. Also, if you've got time and would like to draft the Cube on CT, I would like that very much.
https://cubecobra.com/cube/list/creatures_matter_cube?view=spoiler
Description from CT
This is a cube that focuses on mostly creature interactions and responses. There is almost no asymmetrical creature removal in the cube except for removal that requires a creature. This should allow for effects and card types that are normally underplayed to thrive, such as auras, combat tricks, and low power/toughness creatures since they are not competing with things like instant removal spells or goldfish combos.
The cube attempts to avoid too many cards that prevent interaction (unblockable, can't block, mass flyers), cards that don't encourage interesting choices (life gain, mass counter spells, +1/+1 counters), cards that win on their own (big lifelink flyers, oppressive planeswalkers) or archetypes that reflect the above (mass flyers, +1/+1 counters, land destruction). The cube still runs some cards that are seen above but, there is not a big emphasis on them and the payoffs should be pretty clearly in the supported archetypes. Also, I have avoided including too many cards that suggest a non-existent archetypes (such as white reanimator, artifacts matter, mill) so that players don't accidentally read in to a false signal if they don't know the entirety of the cube.
I have opted to support 5 guilds rather than all 10 so that there is more overlap with effects/mechanics. To ensure every draft and color doesn't feel so similar, I have also supported mono-color strategies that somewhat overlap with the guild strategies but, are their own archetypes with supporting cards.
Main Archetypes
= Landfall + Equipment + Enchantments
= Blink + Tempo + Landfall
= Spells + Burn + Tempo
= Sacrifice + Recursion + Burn
= Re-Animator + Enchantments + Sacrifice
Mono = Equipment + Human Tribal
Mono = Wizard Tribal + Tempo
Mono = Vampire Tribal + Sacrifice
Mono = Burn + Spells
Mono = Devotion + Landfall
There is a lot of overlap between the archetypes to encourage creating unique decks and interactions that are not obvious but, also, a strong emphasis on specific archetypes within color pairs to give players direction and create a rewarding cube experience.
Also naturally supported are the following tri-color combinations as they have either common overlap or synergy between their supported archetypes as well as supporting manabases:
Bant
Abzan
Jund
Grixis
Jeskai
Cycles
Included in the cube are a handful of cycles and some multiples to push archetypes, interesting decision-making, clever deck building, and trickiness.
Morph Creatures x1 per color:
Hidden Dragonslayer
Coral Trickster
Ruthless Ripper
Jeering Instigator
Woolly Loxodon
Transform Creatures x1 per color:
Avacynian Missionaries
Thing in the Ice
Heir of Falkenrath
Geier Reach Bandit
Hinterland Logger
Mono Color Cards x1 per color
These are cards that require 3 mana of the same color, such as :
Benalish Marshal
Fated Infatuation
Garza's Assassin
Goblin Chainwhirler
Chord of Calling
Bonus Mono-Guild Cards x2 per guild
These are cards that are mono-color but benefit from playing supported Guilds:
Knight of the Skyward Eye
Momentary Blink
Crackling Triton
Ocular Halo
Nightfire Giant
Mortipede
Rix Maadi Reveler
Hypervolt Grasp
Sunblade Elf
Stonefare Crocodile
Multiples (2-ofs):
Steppe Lynx
Cloudshift
Banishing Knack
Ponder
Supernatural Stamina
Unearth
Faithless Looting
Brute Force
Prey Upon
Groundswell
Land
Guilld Fetch Lands
Guild Shock Lands
All 5 Vivid Lands
Slots
There are exactly 24 Legendary cards. Each pack contains one of these cards and they are fun "build-around" cards. They are effectively treated as the packs' "Rare" slot.
There are also 72 cards evenly distributed between the 5 colors, Guilds, and Colorless that take the "Uncommon" slot in the same way as the Legendary cards.
There is a dedicated land slot for multicolor lands that are not Vivid Lands.
The rest of the cards fit in to the "Common" slot.
-----
Additional Notes
I'm trying to do a lot of unconventional things with this Cube. Its main focus is the 5 supported Guild archetypes and making sure that it encourages creature-based interactions, as that is what I feel like makes Magic the way it is and my fondest memories are of playing the game before having optimized constructed decks that always do the same thing and have very few spontaneous plays. That is why I have built this Cube and why I have built it the way I have.
Some interactions that are worth pointing out that may not be obvious with this Cube:
-Threaten effects are in the Cube not only for closing out a game as they were intended, and not only for the play of saccing the creature before it goes back to your opponent (which is dope) but, also, to untap your own creatures for certain effects. One example of this is casting Banishing Knack on Cinder Pyromancer and then casting Act of Treason to get 3 bounce effects on non-land permanents.
-In general, I would say this is low power, so while it may seem weird to have some 4 CMC creatures that are 2/2, that is how most of the Cube is and most don't go above a 3/3 stat-line intentionally. This is so that more creatures with relevant effects can be included in the Cube and make sure that every game feels like a battle. I tried to avoid, as much as possible, card that wins the game alone if you don't have an answer immediately.
-I have tried to find as many cards as possible that overlap archetypes significantly or push certain goals like breaking board states. Multani is a great example of this. He can be fetched from the graveyard for Golgari, he can get lands back in to your hand for landfall with Selesnya, he is an answer to flyers with Reach, and he has Trample to push damage through so games don't drag on.
-Cards that encourage attacking are highly prioritized in the cube, even if the end goal with the card isn't just damage to your opponent. Some examples of this are: Relic Seeker, Supernatural Stamina, Turntimber Basilisk, and Hardened Berserker.
-Like I have said above, I really tried to keep all of the removal either symmetrical (Languish), a creature (Ambush Viper), a combat trick (Brute Force), or to make it require a creature in some way (Livewire Lash). I want it to feel like the other player earned their removal since effects like fatal push or doom blade are neither satisfying nor creative, and that doesn't tend to be a fun experience for the types looking to experience Draft/Cube.
-----
Let me know what you think!
https://cubecobra.com/cube/list/creatures_matter_cube?view=spoiler
Description from CT
This is a cube that focuses on mostly creature interactions and responses. There is almost no asymmetrical creature removal in the cube except for removal that requires a creature. This should allow for effects and card types that are normally underplayed to thrive, such as auras, combat tricks, and low power/toughness creatures since they are not competing with things like instant removal spells or goldfish combos.
The cube attempts to avoid too many cards that prevent interaction (unblockable, can't block, mass flyers), cards that don't encourage interesting choices (life gain, mass counter spells, +1/+1 counters), cards that win on their own (big lifelink flyers, oppressive planeswalkers) or archetypes that reflect the above (mass flyers, +1/+1 counters, land destruction). The cube still runs some cards that are seen above but, there is not a big emphasis on them and the payoffs should be pretty clearly in the supported archetypes. Also, I have avoided including too many cards that suggest a non-existent archetypes (such as white reanimator, artifacts matter, mill) so that players don't accidentally read in to a false signal if they don't know the entirety of the cube.
I have opted to support 5 guilds rather than all 10 so that there is more overlap with effects/mechanics. To ensure every draft and color doesn't feel so similar, I have also supported mono-color strategies that somewhat overlap with the guild strategies but, are their own archetypes with supporting cards.
Main Archetypes
= Landfall + Equipment + Enchantments
= Blink + Tempo + Landfall
= Spells + Burn + Tempo
= Sacrifice + Recursion + Burn
= Re-Animator + Enchantments + Sacrifice
Mono = Equipment + Human Tribal
Mono = Wizard Tribal + Tempo
Mono = Vampire Tribal + Sacrifice
Mono = Burn + Spells
Mono = Devotion + Landfall
There is a lot of overlap between the archetypes to encourage creating unique decks and interactions that are not obvious but, also, a strong emphasis on specific archetypes within color pairs to give players direction and create a rewarding cube experience.
Also naturally supported are the following tri-color combinations as they have either common overlap or synergy between their supported archetypes as well as supporting manabases:
Bant
Abzan
Jund
Grixis
Jeskai
Cycles
Included in the cube are a handful of cycles and some multiples to push archetypes, interesting decision-making, clever deck building, and trickiness.
Morph Creatures x1 per color:
Hidden Dragonslayer
Coral Trickster
Ruthless Ripper
Jeering Instigator
Woolly Loxodon
Transform Creatures x1 per color:
Avacynian Missionaries
Thing in the Ice
Heir of Falkenrath
Geier Reach Bandit
Hinterland Logger
Mono Color Cards x1 per color
These are cards that require 3 mana of the same color, such as :
Benalish Marshal
Fated Infatuation
Garza's Assassin
Goblin Chainwhirler
Chord of Calling
Bonus Mono-Guild Cards x2 per guild
These are cards that are mono-color but benefit from playing supported Guilds:
Knight of the Skyward Eye
Momentary Blink
Crackling Triton
Ocular Halo
Nightfire Giant
Mortipede
Rix Maadi Reveler
Hypervolt Grasp
Sunblade Elf
Stonefare Crocodile
Multiples (2-ofs):
Steppe Lynx
Cloudshift
Banishing Knack
Ponder
Supernatural Stamina
Unearth
Faithless Looting
Brute Force
Prey Upon
Groundswell
Land
Guilld Fetch Lands
Guild Shock Lands
All 5 Vivid Lands
Slots
There are exactly 24 Legendary cards. Each pack contains one of these cards and they are fun "build-around" cards. They are effectively treated as the packs' "Rare" slot.
There are also 72 cards evenly distributed between the 5 colors, Guilds, and Colorless that take the "Uncommon" slot in the same way as the Legendary cards.
There is a dedicated land slot for multicolor lands that are not Vivid Lands.
The rest of the cards fit in to the "Common" slot.
-----
Additional Notes
I'm trying to do a lot of unconventional things with this Cube. Its main focus is the 5 supported Guild archetypes and making sure that it encourages creature-based interactions, as that is what I feel like makes Magic the way it is and my fondest memories are of playing the game before having optimized constructed decks that always do the same thing and have very few spontaneous plays. That is why I have built this Cube and why I have built it the way I have.
Some interactions that are worth pointing out that may not be obvious with this Cube:
-Threaten effects are in the Cube not only for closing out a game as they were intended, and not only for the play of saccing the creature before it goes back to your opponent (which is dope) but, also, to untap your own creatures for certain effects. One example of this is casting Banishing Knack on Cinder Pyromancer and then casting Act of Treason to get 3 bounce effects on non-land permanents.
-In general, I would say this is low power, so while it may seem weird to have some 4 CMC creatures that are 2/2, that is how most of the Cube is and most don't go above a 3/3 stat-line intentionally. This is so that more creatures with relevant effects can be included in the Cube and make sure that every game feels like a battle. I tried to avoid, as much as possible, card that wins the game alone if you don't have an answer immediately.
-I have tried to find as many cards as possible that overlap archetypes significantly or push certain goals like breaking board states. Multani is a great example of this. He can be fetched from the graveyard for Golgari, he can get lands back in to your hand for landfall with Selesnya, he is an answer to flyers with Reach, and he has Trample to push damage through so games don't drag on.
-Cards that encourage attacking are highly prioritized in the cube, even if the end goal with the card isn't just damage to your opponent. Some examples of this are: Relic Seeker, Supernatural Stamina, Turntimber Basilisk, and Hardened Berserker.
-Like I have said above, I really tried to keep all of the removal either symmetrical (Languish), a creature (Ambush Viper), a combat trick (Brute Force), or to make it require a creature in some way (Livewire Lash). I want it to feel like the other player earned their removal since effects like fatal push or doom blade are neither satisfying nor creative, and that doesn't tend to be a fun experience for the types looking to experience Draft/Cube.
-----
Let me know what you think!