(Alternate title: Why you don't do game design when drunk)
Foreword
I have been on and off making my own personal cube for close to several months, but decided to stop procrastinating and finish the damn thing this fall. However, a lot of my problems and disgust with cube creation is that when looking for resources and information online, a lot of people have varying opinions on how to make a fun and balanced cube. I started by copying others cube creators sections, then adding or removing cards I liked or disliked respectively, but after some minor testing, it wouldn’t work well together, and I would go back to the drawing board.
I think some of my problem stems from the fact that a good half of cube curators create what would be a legacy cube (i.e.: Power 9 and stupidly powerful legacy cards) and the other half run a synergistic but low complexity/power cube (i.e.: Block cubes, Pauper cards, etc.). Resources in-between are scarce, and I suspect it would be hard to quantify or describe what power level that is being attempted to be achieved, as definitions will vary from curator to curator.
In short, the mess below is basically a scrap-pad of random thoughts and ideas as I attempt to piece together my cube going forward. I gotten most of my ideas and resources not only from here, but various other cube curators all over the Internet (MTG Cube, Usman Jamil of CoolStuffInc., and various r/mtgcube posts, as some examples).
Tick-Tock (Beta Phase - 17 October 2019 Update)
Link: https://cubecobra.com/cube/overview/featherhall_450
Cube Type: Unpowered 450 'Singleton' (15 x 3 packs, designed for 8 player draft, traditional Best-Of-3 Matches)
Balance/Limitations:
- 62 Cards per Color
- 5 Guild cards (4 Gold, 1 Hybrid)
- 48 Artifacts/Colorless (In Flux)
- 42 Non-Basic Lands (In Flux)
- Single of each available Planeswalker (exception the 'Flipwalker' Cycle)
Themes: I am aiming for a “moderately-high” strength cube, as my current playgroup are advanced enough to understand most rule interactions, and are not big on heavy, obtuse combos seen in vintage and legacy cubes (thus why I am attempting to stay away from Power 9 and similar cards). The backbone of the cube is heavily based on the idea laid out by Sam Black’s SCG Cube article back in 2015 – five similar archetypes spread out over three-color combinations, primarily focused on the Khan wedges - Sultai Graveyard, Mardu Tokens, Temur Ramp, Jeskai Spells, and Abzan Death & Taxes.
Thoughts:
Supporting Colors: Green & Black
God damn, I hate this color... So I decided everyone else should hate it too (or at least when you play against it). After fumbling around with some arguably narrow archetypes, I decided on a Death and Taxes style of white that attempts to keep any opponent in check without going too crazy. Between the Twin Thalia's, Vyrn's Wingmare, Ranger-Captain of Eos, and similar cards, white should provide the necessary tools to disrupt opponent's plays. Green support will provide a Hatebears style deck, utilizing it's utility creatures and various ways to tutor for more creatures to keep going, while Black support will provide additional disruption with recursive threats, targeted discard, and more premium removal.
Potential Add List
Potential Cut List
Thoughts:
Supporting Colors: White & Red
Blue will rely on either casting spells to keep getting incremental hand and board advantage. This color’s primary role is support, as it has few true bombs or means to end games on its own. White can support this color further with its suite of board wipes and removal to either be a pure control deck or a midrange tempo-style deck. Otherwise, falling back on Red will allow players to play a counter-burn style deck with various Prowess creatures to keep the opponent off-kilter and constantly under pressure.
Potential Add List
Potential Cut List
Thoughts:
Supporting Colors: Blue & Green
While not the most original, Black has traditionally been the color of choice of getting resources in the graveyard, and using it to their advantage, either through reanimation or towards fueling other spells. The support colors such as blue, will provide control elements and further cycling of the library, making use of cards in the graveyard. Green, on the other hand, will prefer to keep those cards in the graveyard to activate delirium and to make their spells better.
Potential Add List
Potential Cut List
Thoughts:
Supporting Colors: Black & White
Red players will use various spells and creatures to swarm the board and overwhelm the opponent quickly. While the idea behind this color is to be quick and painful, Red creatures are small. To remedy, they can rely on Black to use those tokens that no longer size up as fuel to play bigger, more powerful spells in an Aristocrats-style deck, or they can rely on white’s methods of boosting the creatures with its mixture of pump spells and anthems.
Potential Add List
Potential Cut List
Thoughts:
Supporting Colors: Red & Blue
Get mana either using dorks or ramp spells to slam down the big hitters - Go over the top faster than what the opponent can muster and win the game. Relying on red will get you more access to big monstrosities with the option of using wildfire effects to cripple the opponent to respond to the threat. Alternatively, using blue will allow for more of a tempo-y style ramp deck, using a combination of card draw and blue’s top end to keep your hand full and full of action.
Potential Add List
Potential Cut List
Thoughts:
The artifact section has perhaps received the least amount of care when I initially began designing the cube, and because of it, may appear overall weak. I'm not a huge fan of making artifacts a central theme or archetype (though if I did, I would try to push towards making it supported in either mono-Blue or Izzet colors), and thus wanted to relegate it to a "toolbox" section of sort to help support or strengthen existing archetypes.
The blueprint I had for the artifact section was dividing up artifacts into 4 parts - Ramp, Support, Creatures and Equipment. I also have a fondness for vehicles, so I have added what I consider the five most potent ones in existence (in short, from Kaladesh block, surprise surprise...).
Potential Add List
Potential Cut List
Thoughts:
Foreword
I have been on and off making my own personal cube for close to several months, but decided to stop procrastinating and finish the damn thing this fall. However, a lot of my problems and disgust with cube creation is that when looking for resources and information online, a lot of people have varying opinions on how to make a fun and balanced cube. I started by copying others cube creators sections, then adding or removing cards I liked or disliked respectively, but after some minor testing, it wouldn’t work well together, and I would go back to the drawing board.
I think some of my problem stems from the fact that a good half of cube curators create what would be a legacy cube (i.e.: Power 9 and stupidly powerful legacy cards) and the other half run a synergistic but low complexity/power cube (i.e.: Block cubes, Pauper cards, etc.). Resources in-between are scarce, and I suspect it would be hard to quantify or describe what power level that is being attempted to be achieved, as definitions will vary from curator to curator.
In short, the mess below is basically a scrap-pad of random thoughts and ideas as I attempt to piece together my cube going forward. I gotten most of my ideas and resources not only from here, but various other cube curators all over the Internet (MTG Cube, Usman Jamil of CoolStuffInc., and various r/mtgcube posts, as some examples).
Tick-Tock (Beta Phase - 17 October 2019 Update)
Link: https://cubecobra.com/cube/overview/featherhall_450
Cube Type: Unpowered 450 'Singleton' (15 x 3 packs, designed for 8 player draft, traditional Best-Of-3 Matches)
Balance/Limitations:
- 62 Cards per Color
- 5 Guild cards (4 Gold, 1 Hybrid)
- 48 Artifacts/Colorless (In Flux)
- 42 Non-Basic Lands (In Flux)
- Single of each available Planeswalker (exception the 'Flipwalker' Cycle)
Themes: I am aiming for a “moderately-high” strength cube, as my current playgroup are advanced enough to understand most rule interactions, and are not big on heavy, obtuse combos seen in vintage and legacy cubes (thus why I am attempting to stay away from Power 9 and similar cards). The backbone of the cube is heavily based on the idea laid out by Sam Black’s SCG Cube article back in 2015 – five similar archetypes spread out over three-color combinations, primarily focused on the Khan wedges - Sultai Graveyard, Mardu Tokens, Temur Ramp, Jeskai Spells, and Abzan Death & Taxes.
Thoughts:
- In the future, should an overhaul be required, I need to remind myself that I don’t need to use wedges exclusively. I could go shards, or even a mix of shards and wedges, so as long as three colors are tied together by some theme, and no one specific color is neglected in this regard.
- I’m also trying to focus on adding cards that have the new M15 Card Frame, though I recognize that this may not be possible for all wanted cards. I don’t know why I’m doing this – my brain just doesn’t like cards that don’t look like they belong with the rest of the cards… they look more uniformed and overall cleaner this way.
Supporting Colors: Green & Black
God damn, I hate this color... So I decided everyone else should hate it too (or at least when you play against it). After fumbling around with some arguably narrow archetypes, I decided on a Death and Taxes style of white that attempts to keep any opponent in check without going too crazy. Between the Twin Thalia's, Vyrn's Wingmare, Ranger-Captain of Eos, and similar cards, white should provide the necessary tools to disrupt opponent's plays. Green support will provide a Hatebears style deck, utilizing it's utility creatures and various ways to tutor for more creatures to keep going, while Black support will provide additional disruption with recursive threats, targeted discard, and more premium removal.
Potential Add List
Potential Cut List
Thoughts:
- Despite finally settling on a theme that better bleeds into the other support colors, I am still unsure how hard I need to push the whole tax theme. Some seem too excessively punishing, such as Ghostly Prison and Eidonlon of Rhetoric, punishing the white player, such as Hushwing Gryff (I say that as my White section has some incidental blink ETB effects), while others don't seem to have that huge of an impact, such as
Aven Mindcensor(scratch that - this card screams "Counter target Green Ramp deck") or Containment Priest. This will probably need to be judged in playtesting, but I would like to still tweak the 2-3 drop section to better signpost the archetype. - Still have massive concerns about the White Non-Creature spells section, but at least now it's not a mish-mash of random cards I had laying aboot. I still want to add more support for White/Blue Control archetype, and at least one or two spot-removal or board-wipe removal spells, such as Shelter, Make a Stand, or Unbreakable Formation. Maybe too much spell support for tokens I suspect, but can be adjusted accordingly.
- Still annoyed by some creatures as well - Archangel of Tithes looks awesome on both offense and defense, but that mana cost seems very rough. Archangel Avacyn, a card I adored and was looking to run immediately, is starting to look like a liability given how many creatures in white have 3 toughness or less. However the most pressing concern is the 3ccm creature section - so many cards I want to add, but I am restricting myself to ten slots. Otherwise, white's theme would be '3-drop Tribal'.
Supporting Colors: White & Red
Blue will rely on either casting spells to keep getting incremental hand and board advantage. This color’s primary role is support, as it has few true bombs or means to end games on its own. White can support this color further with its suite of board wipes and removal to either be a pure control deck or a midrange tempo-style deck. Otherwise, falling back on Red will allow players to play a counter-burn style deck with various Prowess creatures to keep the opponent off-kilter and constantly under pressure.
Potential Add List
Potential Cut List
Thoughts:
- A reoccurring concern is that the Blue section is too draw/counterspell heavy. I concede that this is the identity of Blue, but I was hoping to add more interesting effects at least - perhaps more bounce and other tempo-oriented spells. Playtesting will define the future direction for this color.
- There are a lot of instances/flash cards in this section. I’m not sure if the whole draw-go thing would get annoying to play against, but future considerations for this section may require me to look for more sorcery-speed spells.
Supporting Colors: Blue & Green
While not the most original, Black has traditionally been the color of choice of getting resources in the graveyard, and using it to their advantage, either through reanimation or towards fueling other spells. The support colors such as blue, will provide control elements and further cycling of the library, making use of cards in the graveyard. Green, on the other hand, will prefer to keep those cards in the graveyard to activate delirium and to make their spells better.
Potential Add List
Potential Cut List
Thoughts:
- Black is starting to become weird for me - for a color that suppose to be good at everything, it sure doesn't look it. This requires a good hard look, particularly the 1-3 ccm creature and non-creature sections.
- Rest in Peace, Whip of Erebos & Obzedat, Ghost Council loops… maybe there will be another cube where you will exist...
Supporting Colors: Black & White
Red players will use various spells and creatures to swarm the board and overwhelm the opponent quickly. While the idea behind this color is to be quick and painful, Red creatures are small. To remedy, they can rely on Black to use those tokens that no longer size up as fuel to play bigger, more powerful spells in an Aristocrats-style deck, or they can rely on white’s methods of boosting the creatures with its mixture of pump spells and anthems.
Potential Add List
Potential Cut List
Thoughts:
- During my creation of this red section, my favorite color, I fear this color will be too strong. Time will tell, but reducing burn spells going forward may be the plan.
- I wonder if more token producing spells are needed? This may be a concern more for the Black/Red pairing, as they will need to rely on tokens and recursive creatures to do their thing.
- As much as I love Rampaging Ferocidon, the card works counter-productively with red’s token creation theme. Likely will need to be cut soon for Seasoned Pyromancer, despite me still thinking the card is still overhyped (note: I’m clearly not a modern player).
- More anthems likely needed for the White/Red option to be supported. I'm likely incorrect, but will need to look to the white section for assistance on this matter, as red's offerings are paltry.
Supporting Colors: Red & Blue
Get mana either using dorks or ramp spells to slam down the big hitters - Go over the top faster than what the opponent can muster and win the game. Relying on red will get you more access to big monstrosities with the option of using wildfire effects to cripple the opponent to respond to the threat. Alternatively, using blue will allow for more of a tempo-y style ramp deck, using a combination of card draw and blue’s top end to keep your hand full and full of action.
Potential Add List
Potential Cut List
Thoughts:
- Still need to beat the idea of completing the "cycle" of having an Adventure card in each color. Lovestruck Beast or any other green Adventure card from Throne of Eldraine do not seem strong enough with the rest of the cube...
- Green's 4ccm offerings still look lame to me. Maybe Nullhide Ferox is more of a hindrance than a boon. Maybe even Goreclaw over Surrak? Is Vengevine even cube viable?
- I've been toying with the idea of changing the ramp package from spells to auras - using cards like Wild Growth, Overgrowth, Utopia Sprawl, Fertile Ground, then using untappers such as Arbor Elf, Voyaging Satyr, Kiora's Follower,Kiora, Behemoth Beckoner and Vizier of Tumbling Sands, in conjunction with Garruk Wildspeaker, I think would really push the green/blue ramp strategy. However, is there any other land untappers in green or blue? Would doing this make green avoid the Delve blue draw spells, or hinder delirium in Golgari? Also,Tomik, Distinguished Advokist in the white section would then be a must to hinder ramp decks at that point.
The artifact section has perhaps received the least amount of care when I initially began designing the cube, and because of it, may appear overall weak. I'm not a huge fan of making artifacts a central theme or archetype (though if I did, I would try to push towards making it supported in either mono-Blue or Izzet colors), and thus wanted to relegate it to a "toolbox" section of sort to help support or strengthen existing archetypes.
The blueprint I had for the artifact section was dividing up artifacts into 4 parts - Ramp, Support, Creatures and Equipment. I also have a fondness for vehicles, so I have added what I consider the five most potent ones in existence (in short, from Kaladesh block, surprise surprise...).
Potential Add List
Potential Cut List
Thoughts:
- Gate to the Afterlife and God-Pharaoh's Gift may be me trying to be too cute - one of the few decks I did adore back in Hour of Devastation Standard was the Azorius God Pharaoh deck that milled themselves, returning the Gift from the grave to the battlefield, then making their small, dead dorks into big beaters. I added these two cards for support in Dimir, as I think Black's reanimation suite will be fought over. Thus I'm still looking to squeeze in Argivian Restoration and Beacon of Unrest, but the package may just get cut in the end - I don't know how competitive it will end up being.
- Big dumb artifact creatures have also been giving me trouble. I fear adding in either Wurmcoil Engine or Sundering Titan would be too strong, but then again, other other top-end colorless beaters seem too weak. I've settled on the Myr Battlesphere and Scuttling Doom Engine for now, but I think this will change in due time.
- Some reservations on the equipment package - I have ten colorless equipment, some of which could be improved upon. I refuse to add the 'Swords' or Jitte out of being too oppressive. However, some experimentation will need to be had.