Cube Goals
I expect aligning to goal(3) will drive most of this cubes updates while I try to figure out what my drafters actually enjoy.
The Cube
Medium sized, medium power, like most cubes a permanent W.I.P:
http://www.cubetutor.com/viewcube/94219
The colour pair archetypes (to be elaborated on later):
UW: Prison, artifacts
WG: Pod/Sac and recur, go-wide
GR: Aggro, discard
RB: sacrifice, discard
BU: Graveyard value
UR: Spells matter
RW: Artifacts, equipment
WB: Life-gain/pay
BG: Graveyard value, sacrifice
GU: Miracle grow, +1/+1 counters
Caveats & drafting information
Regular drafting usually numbers between 4-6 players, so drafting may be done with either 3 packs of 15, 4 packs of 15 burning the last 4, or some similar configuration.
Mana fixing is usually not an issue, as with fewer players packs are built from a pool of all the lands + a subset of the non-lands; the land:nonland ratio changes draft to draft, but it's usually 10-15% of the pool.
Daring sleuth is modified with "EtB:investigate", because I wanted unobtrusive artifact support and Thraben Inspector has been tops.
- Aggro-control game play
In short, I want aggro decks to lean heavily on disruption, control decks to lean heavily on on-board control elements, and midrange decks to accumulate value through synergy.
There should be sufficient support for aggro decks to thrive, and non-traditional aggro colours (or just blue, I guess) should be able to complement the aggro decks with a hefty portion of disruption.
- Jank build-arounds
The primary reason I started cubing was to play the cards I found interesting that weren't powerful enough to find a home elsewhere.
Naturally, wanting to play a bunch of durdly value engines puts this goal in opposition to goal(1).
If goal(1) is the objective function to maximize, goal(2) is the main constraint.
The cube should be slow as necessary to enable some key build-arounds, and no slower.
- Human-centered Drafting Design
This goal took a while to articulate, and hasn't really made its way into the cube yet.
Card choices should be dictated by how people actually draft, not my incessant theory-crafting. So far, this has manifested as:- Power spikes. Or at least, that's how I'm rationalising
and the like.
Being presented with too many equally-valid options p1p1-3 can slow the draft down, so it helps to have something flashy to help guide those intial choices. The trick will be making sure these cards aren't completely out of whack with the rest of the cube, so they're all on the watch-list.
- Broad archetypes. Probably the area in which been most influenced by lurking here, keeping archetypes broad and spread over multiple colours keeps drafter's options open. It reduces 'on-rails' drafting, and reduces trainwreck drafts where your archetype support dries up in pack 2.
- Power spikes. Or at least, that's how I'm rationalising
I expect aligning to goal(3) will drive most of this cubes updates while I try to figure out what my drafters actually enjoy.
The Cube
Medium sized, medium power, like most cubes a permanent W.I.P:
http://www.cubetutor.com/viewcube/94219
The colour pair archetypes (to be elaborated on later):
UW: Prison, artifacts
WG: Pod/Sac and recur, go-wide
GR: Aggro, discard
RB: sacrifice, discard
BU: Graveyard value
UR: Spells matter
RW: Artifacts, equipment
WB: Life-gain/pay
BG: Graveyard value, sacrifice
GU: Miracle grow, +1/+1 counters
Caveats & drafting information
Regular drafting usually numbers between 4-6 players, so drafting may be done with either 3 packs of 15, 4 packs of 15 burning the last 4, or some similar configuration.
Mana fixing is usually not an issue, as with fewer players packs are built from a pool of all the lands + a subset of the non-lands; the land:nonland ratio changes draft to draft, but it's usually 10-15% of the pool.
Daring sleuth is modified with "EtB:investigate", because I wanted unobtrusive artifact support and Thraben Inspector has been tops.