Hello everyone! I figure this is the best place to discuss this project, as it isn't exactly a cube, but it puts to use a cube-builder's tool kit (and the community here seems earnest and invested).
Based loosely on the set design of Modern and Vintage Masters (color-pair archetypes and modal-archetype card choices), I started building cubes in frantic attempts to recreate the "Masters draft feel". After several marginal cube iterations, there was only one clear way (in my demented mind) to create the experience that I desired: build a fantasy set.
I knew the workload to build a fantasy set was beyond reasonable, but the true depth of mind and manual labor didn't make itself apparent until later into the design process. (And by then, I had already reached the point of no return.) Initially, I broke down some of my favorite draft format archetypes (self-mill in ISD; all VMA archetypes, but especially goblins) and then the formats by removal/evasion/creature-to-spell ratios among common and uncommon rarities to set up mathematical guidelines for my set and archetypes. (Much to my surprise, only about 45 percent of common and uncommon cards are creatures; maybe that's why conventional drafts often feel like they have so much dreck.)
I knew that I wanted around 300 unique cards, as VMA had a wonderfully varied feel due to the sheer size of the set. The 100-card common quantity seemed fine given my experience with NWO sets in draft, but 60ish uncommons felt like far too few. After paring down my brainstorm list, I had close to 150 uncommons (where VMA had a whopping 80)! With a bit more number crunching, my solution was thus: split the common print run so that much of it (6 cards) was near the ~10.5 percent chance in a booster (standard odds in NWO sets), and then shift a common slot to the uncommons (to give each booster 5! uncommons after also appropriating the 15th slot for uncommons). When the dust cleared, each booster contained 9 commons, 5 uncommons and a rare (some example boosters attached) with the following chances of occur in a booster:
- Commons: Appx. 1/9 or 1/13
- Uncommons: Appx. 1/22 or 1/30
- Rares: 1/90 (VMA was 1/105)
(The entire "cube" is just over 1,350 cards before basics. I have enough of each rarity level to create 90 boosters- one for each rare, and then store them as packs in team bags so that all pack creation can be done while I'm at home, watching Netflix. )
To recreate the set feel, beyond grouping cards by fantasy rarity levels, I looked into developing print runs. (If you don't know much about print runs, I highly recommend this article by Laura Mills: http://magic.tcgplayer.com/db/article.asp?ID=6995) Print runs allow for certain cards to appear more frequently paired with other unique cards (i.e., one positioning of Treasure Mage, a 4-card uncommon-slot inclusion, is with Triskelion and Etherium-Horn Sorcerer 2-3 slots away in either direction), as well as creating different chances of a particular rarity of card appearing in a set of packs (as seen above). Lastly, print runs help to balance color distribution within boosters through simple pattern management (using WUBRG for common1 and WBGUR for common2 to guarantee no more than 3 of any particular color of common and at least 1 of each). The print run design has been the most difficult part of this project, and I hope to slowly start tweaking them after 5 or 10 drafts.
The List!
Should you care to peruse the full card lists (w/o print run data), they are available on CubeTutor (rarities changed to represent rarity levels in set).
An introduction to the "archetypes" through two commons, two uncommons and then a rare.
WU Auramancer:
UB Zombies:
BR Sacrifice (loose):
RG Elementals:
GW Redzone (loose):
WB Humans (loose):
BG Self-mill:
GU Counters-matter (loose):
UR Artificer:
RW Spiritcraft:
Some Uncommon/Rare Tangents:
I really have a yearning to play with many cards that only see casual-level play and/or were a blast (slash pain in the ass... for the opponent) in their appropriate Limited formats while building up the archetypes in a way that they could function as small synergy packages within a different archetype or traditional Limited strategy (of attacking opponents and killing creatures). A high priority was placed on modal cards (which is the idea behind the modal "duals": trilands).
Please, Lend Me Your Aid
As editing isn't going to be a quick process (I want to gather a decent amount of draft and play data before any real changes), I would like to initially focus on potential problem areas and *how* I should collect data. What would you suggest to track data and what points of contention for which should I be on the lookout? But, that being said... I am always open to cool suggestions of cards that I've overlooked Thanks!
WARNING: The above is all theorycraft. I have just assembled my first boosters and hope to christen this obsession within the week.