Laz
Developer
So, I just about finished the rebuild, just missing 3 last cards. I also updated the first post with the new cube philosophy (Spoiler: It is about decisions...)
Utility Land Draft:
In this iteration, I have added a 'pick-cost' to my lands, which has allowed me a bit more flexibility with the cards that I include, and how they are packaged. The pick cost is simply written on a sticker on the inner sleeve. It would be good to get feedback on how I have assessed these, and the nice thing about this strategy is it gives me the ability to tweak things with much more granularity. My pick process is very free-form. People just grab stuff, and roll off if two people want the same thing.
Players have 4 picks to spend on the ULD
Here is where we are at, and unless noted, each land costs one pick.
White:
Sandstone Bridge
Flagstones of Trokair
Forbidding Watchtower
Windbrisk Heights (2 picks)
Blue:
Blighted Cataract
Skyline Cascade
Halimar Depths
Faerie Conclave (2 picks)
Red:
Flamekin Village
Kher Keep
Barbarian Ring
Teetering Peaks
Hellion Crucible
Black:
Phyrexian Tower
Spawning Pool
Blighted Fen
Urborg, Tomb of Yawgmoth (2 picks)
Green:
Yavimaya Hollow
Oran-Rief, the Vastwood
Dryad Arbor
Treetop Village (2 picks)
Artifact:
Darksteel Citadel
Vault of Whispers
Great Furnace
Seat of the Synod (3 artifact lands for 2 picks)
Academy Ruins (1 pick by itself)
Cycling Lands: (3 cycling lands for 2 picks)
Two each of:
Tranquil Thicket
Barren Moor
Secluded Steppe
Forgotten Cave
Lonely Sandbar
Cloudpost Package: (All 5 for 3 picks)
3 Cloudpost
2 Glimmerpost
Guild lands:
Nephalia Drownyard (2 picks)
Kessig Wolf Run (2 picks)
Gavony Township (2 picks)
Valut of the Archangel (2 picks)
Slayers' Stronghold (2 picks)
Rix Maadi, Dungeon Palace (2 picks)
Moorland Haunt (2 picks)
Desolate Lighthouse (2 picks)
Alchemist's Refuge (1 pick)
Colourless lands:
Mutavault (2 picks)
Vesuva
Tectonic Edge
Ghost Quarter
Rogue's Passage
Contested War Zone
That is indeed a lot of lands... Any that you feel are worthless? There is a very low opportunity cost to putting something in the ULD, so it has randomly grown quite a lot. Is there anything I am missing? Should I throw an Evolving Wilds in there or something?
Those costs are based mostly upon how highly those cards tend to be picked in my current iteration, my assessments may be a little off though (for instance, I cut Urborg for being too strong in the ULD, and now it is back at the cost of 2-picks. That may prove to still be too strong. 3 picks is not something I have broached yet, but we will see).
Utility Land Draft:
In this iteration, I have added a 'pick-cost' to my lands, which has allowed me a bit more flexibility with the cards that I include, and how they are packaged. The pick cost is simply written on a sticker on the inner sleeve. It would be good to get feedback on how I have assessed these, and the nice thing about this strategy is it gives me the ability to tweak things with much more granularity. My pick process is very free-form. People just grab stuff, and roll off if two people want the same thing.
Players have 4 picks to spend on the ULD
Here is where we are at, and unless noted, each land costs one pick.
White:
Sandstone Bridge
Flagstones of Trokair
Forbidding Watchtower
Windbrisk Heights (2 picks)
Blue:
Blighted Cataract
Skyline Cascade
Halimar Depths
Faerie Conclave (2 picks)
Red:
Flamekin Village
Kher Keep
Barbarian Ring
Teetering Peaks
Hellion Crucible
Black:
Phyrexian Tower
Spawning Pool
Blighted Fen
Urborg, Tomb of Yawgmoth (2 picks)
Green:
Yavimaya Hollow
Oran-Rief, the Vastwood
Dryad Arbor
Treetop Village (2 picks)
Artifact:
Darksteel Citadel
Vault of Whispers
Great Furnace
Seat of the Synod (3 artifact lands for 2 picks)
Academy Ruins (1 pick by itself)
Cycling Lands: (3 cycling lands for 2 picks)
Two each of:
Tranquil Thicket
Barren Moor
Secluded Steppe
Forgotten Cave
Lonely Sandbar
Cloudpost Package: (All 5 for 3 picks)
3 Cloudpost
2 Glimmerpost
Guild lands:
Nephalia Drownyard (2 picks)
Kessig Wolf Run (2 picks)
Gavony Township (2 picks)
Valut of the Archangel (2 picks)
Slayers' Stronghold (2 picks)
Rix Maadi, Dungeon Palace (2 picks)
Moorland Haunt (2 picks)
Desolate Lighthouse (2 picks)
Alchemist's Refuge (1 pick)
Colourless lands:
Mutavault (2 picks)
Vesuva
Tectonic Edge
Ghost Quarter
Rogue's Passage
Contested War Zone
That is indeed a lot of lands... Any that you feel are worthless? There is a very low opportunity cost to putting something in the ULD, so it has randomly grown quite a lot. Is there anything I am missing? Should I throw an Evolving Wilds in there or something?
Those costs are based mostly upon how highly those cards tend to be picked in my current iteration, my assessments may be a little off though (for instance, I cut Urborg for being too strong in the ULD, and now it is back at the cost of 2-picks. That may prove to still be too strong. 3 picks is not something I have broached yet, but we will see).