
Cubetutor Link: http://www.cubetutor.com/visualspoiler/25427
Brood Cube Schematics:
198 Cards (18 Packs of 11 Cards)
4~6 Players
Low-Powered format
Themed: Sultai Wedge (Blue, black, green cards ONLY)
Free first mulligan
Additional Restrictions:
No counters
No tokens
No searching libraries
Introduction
The Brood Cube is a portable cube designed for a playgroup that, while rather big, is almost never together in a group larger than 6. We're all pretty casual players that prefer limited to constructed formats, a few of us being really big cube enthusiasts. Our skill range is rather wide, some of us (me) being scrub-level players while others make drives to take part in GPs from time to time. I wanted to create a format where the more skilled drafters can stretch their legs and the less draft-savvy of us to cobble together a deck we can almost pilot (I mean this comedically. At least two of us nubs know what we're doing). With this goal in mind, and with a little inspiration of other finely tuned cube concepts, this guy was born.
Cube Goals
Slower, interactive format.
Decks with minimum mana-related problems
Reduced top-decked land "bad-feels"
Synergies that don't fall apart during the drafting process
Slimmer, more relevant sideboard
Reduced memory-intensive boardstates
I've taken a lot of design cues from Grillo Parlante's Penny Pincer Cube, including Bouncelands and cantrips with the overall goal of reducing "non-games." I've also been selective with the removal I've included, each of them with some sort of condition included. On average, I expect this cube to be drafted by four people, Rochester style. I've noticed that some players in my playgroup have some difficulty with tracking board-state under stressful situations, and I myself am weary of tons of shuffling in the middle of games, so as a design challenge, I've elected to bar cards which produce any form of counter, any tokens, or shuffle the library. Finally, I've included the "One Free Mulligan" rule as a part of the format to help smooth out problems that arise with having a three-colored deck.
Strategies/Synergies
Aura Voltron: Black and Blue have bestow creatures, Green has some recurrable auras.
Tribes: A couple lords which can function solo. Hinges on Conspiracy.
Threshold/Madness: Blue looters, Erebos's Emissary, Wild Mongrel to hit threshold or to fuel delve.
Enchantments: Eidolon of Blossoms, Dowsing Shaman, Doomwake Giant.
Super Slow "Blinking": Tradewinds or familiar's ruse, G/B recurrsion, NINJAS.
Fortune Hunter/Mistfire Adept: My pet blue cards. Synergize with fight and voltron.
Lifeswing: Incremental gains through Parasitic Strix, Jorubai Murk Lurker, Gnawing Zombie.
Turn-My-Guys-Sideways: Concordant Crossroads + Ambuscade Shaman, creature recursion
Design Approaches
First strike. I want a format where each combat offers some trade, and first strike makes that difficult.
Solely Aggro. Aggressive 1 drops can't just be aggressive one drops. Gnarled Scarhide goes into voltron, Wingcrafter into "Ninjas" (trying to find a way to support that). Wasteland Viper supports Deathtouch-y Aggro I'm hoping will catch on.
Cantrips/Mana Sinks. I want players to think about how they'll spend their mana next turn.
Boardstates. Do I have threshold? Black permanent for Parasitic Strix? Ferocious for Icy Blast?