As a side project, I want to build a small accessible cube for new and casual players. I have a lot of friends who are into board games, but aren't invested into Magic as a hobby. It'd be cool for me to something I could pull out and play for a game night with them. It'd also give me something to bring to my LGS to teach people how to draft in a low-stakes, friendly environment. Plus this lets me feel less guilty for going deep on my main cube.
I'm definitely open to specific card suggestions, but first I wanted to get some feedback on the overall design framework.
Card pool
Overall, I want this to feel like a draft simulation as well as a standalone deck building game you could buy as a boxed set.
Even though I'm just posting this thread now, this is a project I've thought about for a while. Even so, I'm sure there are angles I'm overlooking. Thoughts would be appreciated!
I'm definitely open to specific card suggestions, but first I wanted to get some feedback on the overall design framework.
Card pool
- 252 card draft pool; 3 x 14 card packs for up to 6 players
- 180 total commons; likely a mix of 2-ofs and 3-ofs
- 54 singleton uncommons, including a gold cycle
- 18 rares/mythics from a pool of 50-60 total in each draft; color balance doesn't have to be perfect here as long as they're all within a card or two of each other
- All Modern frames for consistent presentation and clean rules templating
- Budget - nothing over $1 (I might use a couple $2-5 rares that I like, but the cube should play fine without them)
- Likely pulling a lot of cards from M10-Origins, but block sets are fair game
- All evergreen mechanics okay
- One expansion mechanic per color in the C/U pool; rares can bring in new keywords if explained on the card itself
- Maybe one additional universal mechanic like cycling/flashback that's easy to understand
- No going super deep on enchantment, artifact, or graveyard shenanigans; individual synergy cards are okay
- At least a few simple commons in each color - vanilla/french vanilla creatures, shock/cancel/murder (not necessarily these specific cards)
- Have flavor match mechanics as much as possible; top-down cards are great (Dragon Egg)
Overall, I want this to feel like a draft simulation as well as a standalone deck building game you could buy as a boxed set.
Even though I'm just posting this thread now, this is a project I've thought about for a while. Even so, I'm sure there are angles I'm overlooking. Thoughts would be appreciated!