I've built a few cubes over the past several years, and I actually enjoyed one of them.
Some recent interest by a few friends has gotten me excited about putting a cube together, but I really need some guidance to keep the experience fun and balanced. I have started a few cubes and had a lot of fun, then added more powerful cards and broken ramp and turned my local crew away. What I want to do is keep the next cube low power but interesting. I have a few ideas that I want to build around:
1. All original border cards (which I know might limit the design space)
2. No broken combos that might ruin someone's experience
3. I don't want to kill midrange decks, but I don't want every match to be 3-4 color goodstuff piles either
4. Not sure if reanimation or tinker can be inserted into such a format
5. My regular draft nights were 4-6 people, but I also played a lot of 1vs1 grid draft, so a smaller cube (270?)
Could someone point me in the direction of some design theory to keep me from breaking this from the start? Things I worry most about are understanding how to balance removal against aggro and how to not let control murder the interesting midrange decks.
Thanks for any help. I will add the cube list once I get a working shell together.
Some recent interest by a few friends has gotten me excited about putting a cube together, but I really need some guidance to keep the experience fun and balanced. I have started a few cubes and had a lot of fun, then added more powerful cards and broken ramp and turned my local crew away. What I want to do is keep the next cube low power but interesting. I have a few ideas that I want to build around:
1. All original border cards (which I know might limit the design space)
2. No broken combos that might ruin someone's experience
3. I don't want to kill midrange decks, but I don't want every match to be 3-4 color goodstuff piles either
4. Not sure if reanimation or tinker can be inserted into such a format
5. My regular draft nights were 4-6 people, but I also played a lot of 1vs1 grid draft, so a smaller cube (270?)
Could someone point me in the direction of some design theory to keep me from breaking this from the start? Things I worry most about are understanding how to balance removal against aggro and how to not let control murder the interesting midrange decks.
Thanks for any help. I will add the cube list once I get a working shell together.